Rafael Sabino

Graphics Engineer at Sony Interactive Entertainment

Oakland, California, United States
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Summary

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Senior
🎓
Top School
Rafael Sabino is a graphics engineer with eight years of experience crafting high-fidelity visuals across games and consumer media, recently shaping rendering and performance for XDefiant at Ubisoft. He has deep expertise in graphics pipelines and platform-specific optimization, with prior contributions to Dolby Vision that earned credits on titles like Halo Infinite and Godfall. Rafael has worked across pre-silicon AR workloads and PlayStation partner support, demonstrating a rare blend of low-level hardware-aware coding and practical tooling for developers. Early career roles in automated QA and tooling at EA reveal a habit of turning repetitive problems into reliable, automated systems that accelerate shipping. Based in Oakland, he combines research-driven technique exploration with a product-focused mindset to ensure visual features meet both creative and performance targets.
code8 years of coding experience
job15 years of employment as a software developer
bookMaster's degree Interactive Entertainment, Master's degree Interactive Entertainment at University of Central Florida
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Github Skills (16)

cg9
shader9
raytracing8
voxel8
graphic7
cpp7
renderer7
vulkan6
opengl6
glsl6
moltenvk5
tvos4
ios4
dsa4
macos3

Programming languages (4)

C++CObjective-C++HTML

Github contributions (5)

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phonowiz/vulkan-demos

Dec 2018 - Jan 2022

Learning test bed for all things vulkan
Contributions:403 commits, 14 PRs, 269 pushes in 3 years 1 month
vulkan
phonowiz/voxel-cone-tracing

Nov 2017 - Dec 2019

A real-time global illumination implementation using voxel cone tracing. Implemented in C++, GLSL, and OpenGL 4.1
Contributions:121 commits, 2 PRs, 92 pushes in 2 years 1 month
cppglslopenglvoxel
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