Greg Bonik is a software engineer with 13 years of experience building production-grade systems across top-tier tech companies, currently at NVIDIA after roles at OctoML, Apple, Google, and Palantir. He blends a strong academic foundation in applied mathematics with hands-on engineering—tackling problems from low-level text/locale handling in open-source game software to performance-focused work in ML and systems teams. His background spans backend development, localization fixes, and shader merges on notable projects like the OpenXcom open-source X‑Com clone, showing attention to platform interoperability and detail. Greg’s career demonstrates a pattern of moving between large-scale engineering organizations and ML/edge-focused startups, bringing rigor and cross-domain curiosity to product and infrastructure challenges. Based in Seattle, he pairs deep technical chops with a practical focus on shipping reliable, localized, and high-performance software.
13 years of coding experience
13 years of employment as a software developer
Master of Science - MS Applied Mathematics, Master of Science - MS Applied Mathematics at University of Connecticut
Contributions summary:Greg's commits primarily focus on fixing and improving the game's internal workings. They addressed character encoding issues in the `Language` class by implementing a fix for non-Win32 systems and ensuring proper handling of non-breakable spaces in text rendering. Additionally, the user made changes to incorporate locale-specific settings in the `Text` class, specifically around the use of `mbstowcs()`, likely to improve the display of currency and other localized text elements. Lastly, a contribution involves a merge of a shader file.
Find and Hire Top DevelopersWe’ve analyzed the programming source code of over 60 million software developers on GitHub and scored them by 50,000 skills. Sign-up on Prog,AI to search for software developers.