Summary
Jonathon Copeland is a software engineer and OpenGL specialist with over a decade of hands-on experience and about three years in professional roles, currently working at Rive and contributing to mobile SDKs at Embrace. He writes shaders across the pipeline (fragment, vertex, geometry, tessellation) and builds C/C++ OpenGL applications spanning versions 2.1–4.4, bringing deep real-time graphics and rendering expertise to mobile and desktop targets. His background includes native C++ engines and cross-platform builds for iOS, Android, and PC at EA, custom projection-mapping and VFX work in Unreal Engine, and low-level system tooling at L-3, demonstrating a rare mix of graphics, systems, and integration skills. Comfortable owning graphics subsystems within small teams, he’s shipped camera- and sensor-driven tracking pipelines and bespoke projection tools that combine shader pipelines with real-world hardware. Based in Orlando, he pairs curiosity-driven tinkering—14 years of personal shader development—with production-grade engineering for games, SDKs, and embedded graphics applications.
11 years of coding experience
7 years of employment as a software developer
Florida Southern College
DeVry University-Florida
English