Jesse Natalie

Principal Software Engineer at Microsoft

Redmond, Washington, United States
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Summary

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Jesse Natalie is a Principal Software Engineer at Microsoft with over a decade of experience building and hardening graphics and system-level software, primarily on Direct3D and Windows. He has driven OS-level support for hybrid graphics and contributed deep platform expertise to DirectX 12, including precise header and compatibility fixes used by the broader graphics ecosystem. At Microsoft he progressed from SDE to principal engineer, balancing feature delivery with low-level compatibility and tooling improvements. An active open-source contributor, he’s improved widely used projects like the Meson build system and PresentMon—adding ARM64, Visual Studio integration, and accurate Present() timing metrics for Windows graphics profiling. Colleagues rely on him for solving subtle cross-compiler and GPU/OS interaction bugs that impact developer workflows and performance analysis. Trained in game-focused computer science at RPI, he brings a gamer’s attention to frame timing and systems-level rigor to platform engineering.
code10 years of coding experience
job9 years of employment as a software developer
bookBS Game Design Computer Science, BS Game Design Computer Science at Rensselaer Polytechnic Institute
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Github Skills (21)

c-language10
python10
wp-api10
etw10
build-system10
winapi10
header-files10
performance-analysis10
direct3d10
mesonbuild10
ws-api10
cprogramming-language10
trace10
directx10
multithreading9

Programming languages (15)

C#PowerShellC++BikeshedCRustCMakeTeX

Github contributions (5)

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microsoft/DirectX-Headers

Nov 2020 - Jan 2023

Official DirectX headers available under an open source license
Role in this project:
userBack-end Developer
Contributions:19 releases, 100 reviews, 71 commits in 2 years 2 months
Contributions summary:Jesse made several contributions to the DirectX header files repository. These contributions involved updating and correcting definitions, such as the LUID definition in winadapter.h, and adding missing header files like d3d12compatibility.h, D3DCommon.idl, and others. The user's work focused on ensuring the accuracy and completeness of the DirectX header files, primarily for DirectX 12. This also included adding new GUIDS and updating d3dx12.h and the project in general to match the DirectX Agility SDK.
wsldirectx12d3d12directxheaders
GameTechDev/PresentMon

Mar 2016 - Sep 2021

Capture and analyze the high-level performance characteristics of graphics applications on Windows.
Role in this project:
userBack-end Developer
Contributions:24 reviews, 62 commits, 20 PRs in 5 years 6 months
Contributions summary:Jesse contributed to the `gametechdev/presentmon` repository, a tool for capturing and analyzing graphics application performance on Windows. Their work focused on adding metrics for capturing the time spent in the Present() API to calculate CPU time, which required modifications to both the core `PresentMon.cpp` and `PresentMonEtw.cpp` files. They also added infrastructure for fullscreen presents, and improved the accuracy of frame time and CPU time calculations.
eventspresentationwindowsframeetw
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Jesse Natalie - Principal Software Engineer at Microsoft