Bruno Sena is a graphics programmer with over eight years of experience delivering rendering and GPU solutions across indie to AAA projects, currently focusing on C++ and Vulkan at Ubisoft in Berlin. He has a strong track record building cross-API video and rendering features—shipping a Vulkan-based pixel scaling library at Evercast and adding HDR support across DirectX11 and Metal. At Globant he optimized Unreal Engine shadow batching and profiling for multi-platform titles (credited on Hogwarts Legacy), demonstrating both low-level GPU tuning and practical production impact. His background spans game engines, real-time video pipelines, and full-stack systems, giving him a rare combination of graphics systems depth and end-to-end engineering skills. Fluent in English (C2) and experienced in collaborative, cross-disciplinary teams, he actively pursues performance optimizations and new GPU techniques. An inquisitive engineer, he pairs academic training in computer engineering with hands-on open-source work and platform integration experience like NDI and DeckLink.
8 years of coding experience
7 years of employment as a software developer
Proficient in English (Level C2), Proficient in English (Level C2) at University of Cambridge
Portugués nivel A2, Portugués nivel A2 at Instituto de Cultura Uruguayo - Brasileño
Computer Engineer Computer Science, Computer Engineer Computer Science at Universidad de la República
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