Karll Henning is a Stockholm-based software engineer with a decade of experience building graphics-focused systems and game engine internals, currently contributing at Our Machinery. Proficient in Rust, C++, Python and C#, he combines low-level rendering expertise—demonstrated by contributions to the Rust-based Amethyst engine’s debug rendering and shader fixes—with a strong foundation in math and procedural art. He prefers pragmatic, learn-anything approaches to problem solving and is motivated by sustainable urbanism, work-life balance and human-centered engineering. Beyond shipping code, he mentors through community projects and maintains a public portfolio of technical writing and creative experiments that bridge art and systems programming.
10 years of coding experience
2 years of employment as a software developer
Bachelors, Computer Science, Bachelors, Computer Science at Universidade do Estado de Santa Catarina
Data-oriented and data-driven game engine written in Rust
Role in this project:
Game Engine Developer
Contributions:22 commits, 2 PRs, 11 comments in 21 days
Contributions summary:Karll contributed to the Amethyst game engine by implementing features related to debug rendering. Their work included adding grid rendering, fixing geometry shaders to use point primitives for debug lines, and implementing a component and resource for drawing debug lines. They also focused on improving the rendering of lines, fixing a geometry shader, and improving the rendering of lines.
Contributions:5 PRs, 77 pushes, 3 branches in 2 years 11 months
game-boyemulatorcppgame-boy-emulatoremulation
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Karll Henning - Software Engineer at Our Machinery