Forest Sharp is a Rendering Engineer with 11 years of experience building high-quality game systems, UIs, and graphics tools for studios including Epic Games, Psyonix, and Boss Key Productions. He blends C++ gameplay and engine work with web-based UI/JS integration, accessibility features, and shader-driven HUD implementations, helping teams iterate rapidly and reduce QA cycles through automated tooling. An active contributor to the gfx-rs Vulkan backend, he has hands-on experience fixing validation issues and improving low-level GPU behavior in a notable open-source Rust graphics project. Based in the Chicago area and educated at Vanderbilt, Forest pairs deep graphics and UI expertise with a pragmatic focus on stability and developer productivity.
11 years of coding experience
10 years of employment as a software developer
Bachelor of Science (B.S.) Computer Science, Bachelor of Science (B.S.) Computer Science at Vanderbilt University
[maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
Role in this project:
Back-end Developer
Contributions:6 commits, 6 PRs, 5 comments in 1 year 2 months
Contributions summary:Forest contributed to the Vulkan backend of the gfx-rs/gfx project, a low-overhead Vulkan-like GPU API in Rust. Their commits primarily focused on fixing validation layer issues, ensuring correct API usage, and addressing incorrect image barriers. They also added support for tessellation patch counts and removed a function from the Vulkan backend, modifying existing code in the process. These changes improved the stability and functionality of the Vulkan implementation within the project.
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