Summary
Dustin Graves is a Principal Software Engineer with 11+ years focused on real-time 3D graphics, cross-platform C/C++ systems, and networked developer tools, currently advancing gaming technologies at Qualcomm Game Studios. He brings deep graphics API expertise (OpenGL, Direct3D11, Vulkan) and a track record building tooling and conversion utilities—most notably contributions while at LunarG on gfxreconstruct-style projects—to help debuggers and engines interoperate. His background includes low-latency visualization and telemetry integration from long tenure at the U.S. Naval Research Laboratory, where he led the SIMDIS 3D visualization toolkit and designed SDKs for geospatial applications. Comfortable across languages (Python, C#, Java) and UI frameworks (Qt), he bridges engine-level rendering, platform portability, and developer experience. Colocated in Fort Collins, CO, Dustin combines research-grade systems thinking with production engineering for consoles and mobile graphics stacks. An understated strength is his history of building data-format transformation frameworks and decentralized collaborative editing tools, reflecting a habit of solving messy interoperability problems.
11 years of coding experience
22 years of employment as a software developer
MS Computer Science, MS Computer Science at The George Washington University