Chris Conway is a Senior Rendering Engineer with 11 years of experience building high-performance real-time rendering systems and engine tools, currently driving next-gen workflows at Deck Nine Games. He specializes in Unreal Engine 5, C++, HLSL, and procedural geometry, and led the mid-production adoption of Nanite and Lumen on Life Is Strange: Double Exposure to optimize complex VFX and lighting across consoles and PC. As the creator and maintainer of the widely used Realtime Mesh Component plugin, he enables runtime procedural geometry, dynamic LODs, and Nanite integration for both indie and AAA teams. Chris’s contract work for Epic’s Niagara team and multiple studios shows a pattern of solving hard engine-level problems—often by building bespoke runtime tools and pipeline extensions not possible in editor workflows. Based in Fuquay-Varina, NC, he combines hands-on plugin development with production shipping experience to bridge tooling, performance, and creative VFX needs.
Unreal Engine 5 plugin component for rendering runtime generated content.
Role in this project:
Back-end Developer
Contributions:19 releases, 132 commits, 56 PRs in 5 years 1 month
Contributions summary:Chris primarily focused on Unreal Engine 5 plugin component development, adding and modifying core features to facilitate content rendering. They addressed compatibility issues across different Unreal Engine versions, with commits targeting fixes and updates for specific releases. Their work involved modifying header and source files, specifically those related to runtime mesh component and mesh library implementation, indicating expertise in the plugin's underlying mechanics and Unreal Engine's rendering pipeline.
Contributions:3 releases, 12 commits, 1 PR in 3 years 10 months
test-projectue4
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Chris Conway - Senior Rendering Engineer at Deck Nine Games