Ikrima E

Co-founder at Kite & Lightning (VR Creative Studio)

Los Angeles, California, United States
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Summary

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Rockstar
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Top School
Ikrima E is a co-founder and seasoned software engineer with 11 years of experience blending interactive systems and cinematic storytelling, currently leading VR/AR experiences at Kite & Lightning in Los Angeles. A former Microsoft SDE and research contributor in real-time raytracing and GPU work, he bridges deep graphics research with production engineering. He contributes to open-source projects like the flecs ECS—focusing on stability and performance—and maintains practical full-stack expertise demonstrated by his gamedev guide and site improvements. Comfortable shipping both low-level C/C++ optimizations and higher-level web tooling, he brings a rare mix of rendering research pedigree, startup leadership, and creative product sensibility. Notably, his background includes directing technology for a remote consulting firm while traveling as a fashion photographer, reflecting an unconventional blend of technical rigor and artistic practice.
code11 years of coding experience
job6 years of employment as a software developer
bookBS, Computer Science Turing Scholar, BS, Computer Science Turing Scholar at The University of Texas at Austin
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Stackoverflow

Stats
29reputation
4kreached
0answers
3questions
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Github Skills (39)

programming-language10
javascript10
debug10
c-language10
amazon-ecs10
c1110
c1710
aws-ecs10
cpp10
entity-component-system10
cprogramming-language10
gatsby10
entity-component10
game-engine9
front-end-development9

Programming languages (10)

TypeScriptPowerShellC#C++CRustNimJavaScript

Github contributions (5)

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ikrima/gamedevguide

Aug 2019 - Jan 2023

Game Development & Unreal Engine Programming Guide
Role in this project:
userFull-stack Developer
Contributions:127 commits, 24 PRs, 347 pushes in 3 years 5 months
Contributions summary:Ikrima significantly contributed to the project by implementing features and making improvements across both the front-end and back-end of the application. Their work included adding a utility to slugify filenames, upgrading Gatsby plugins, integrating content from an external source, and removing hardcoded API keys. The user also made adjustments to the site's UI and navigation, demonstrating a broad understanding of the project's architecture and functionality.
houdiniunreal-engine-plugingraphics-programmingunreal-engineunrealengine
SanderMertens/flecs

Mar 2020 - Apr 2020

A fast entity component system (ECS) for C & C++
Role in this project:
userBackend Developer
Contributions:1 review, 5 commits, 11 PRs in 1 month
Contributions summary:Ikrima primarily focused on bug fixes and code optimization within the flecs ECS framework. Their contributions addressed issues related to uninitialized memory access, incorrect arithmetic logic, and incorrect function pointer calls, which directly impacted the stability and correctness of the system. Furthermore, they improved code efficiency by backporting memory alignment fixes and applying performance optimizations, mainly related to C++ by marking function calls as capturing by reference.
production-readyentityentity-frameworkentity-component-systemportable
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