Marc Templin is a graphics engineering manager with nearly a decade of focused experience building tools, shader systems, and rendering teams that enable artists and designers to ship better games faster. He has led Shader Graph development and preview/async shader work inside Unity’s Graphics repo and later ran Rendering, Performance, Stability, and Client Security teams at Rec Room to dramatically cut crash rates and harden platforms. Comfortable toggling between hands-on engineering and people leadership, Marc excels at removing technical friction—shipping editor plugins, visual source-control integrations, and tooling that let non-programmers work confidently. His track record spans shipped titles from mobile hits to large-scale engine work, and he brings a rare combination of deep graphics/Unity expertise with product-minded team building. Based in Kirkland, WA, he is motivated by creating joyful developer workflows that translate directly into better player experiences.
9 years of coding experience
20 years of employment as a software developer
BA Computer Science, BA Computer Science at University of Washington
Unity Graphics - Including Scriptable Render Pipeline
Role in this project:
Software Engineer (Graphics)
Contributions:174 reviews, 72 commits, 157 PRs in 2 years 3 months
Contributions summary:Marc primarily contributed to the Unity Graphics repository by fixing bugs, enhancing the Shader Graph functionality, and improving the preview system. Their work included addressing off-by-one errors in ShaderSourceMap, refining error handling, and implementing async compilation for preview shaders. The user also reworked the preview rendering and color modes, indicating a focus on improving the user experience and the internal workings of the Shader Graph.
Contributions:1 release, 30 pushes, 1 branch in 24 days
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Marc Templin - Graphics Engineering Manager at Unity