Ričardas Jonaitis is a Senior Graphics Engineer with 11 years of experience building real-time graphics and engine features, currently working at Unity Technologies. He specializes in C++ and low-level rendering on mobile platforms, with hands-on expertise in OpenGLES, Vulkan, Linux, and performance-focused engine work. His contributions to the high-profile Unity-Technologies/Graphics repository include fixes for MSAA, shadowmap formats, shader compilation issues, and adaptive performance optimizations that improved cross-API and hardware stability. Earlier roles span embedded DSP, firmware and GUI work, giving him uncommon depth across both low-level systems and higher-level engine tooling. He holds a Master’s in Informatics from Kaunas University of Technology and is known for a pragmatic, keyboard-first approach to getting complex rendering problems to compile and run reliably.
11 years of coding experience
9 years of employment as a software developer
Bachelor's degree, Informatics, Bachelor's degree, Informatics at Kaunas University of Technology
Unity Graphics - Including Scriptable Render Pipeline
Role in this project:
Graphics/Engine Developer
Contributions:1 review, 27 commits, 19 PRs in 3 years 6 months
Contributions summary:Ričardas primarily contributed to the Unity graphics repository by fixing rendering issues related to specific graphics APIs and hardware configurations. Their work included addressing MSAA rendering problems on GLES 3.0, resolving shadowmap format warnings on GLES2, and fixing shader compilation issues. They also worked on optimizing performance through caching graphics format support and adding options for Adaptive Performance.
Contributions:2 PRs, 148 pushes, 59 branches in 10 months
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Ričardas Jonaitis - Senior Graphics Engineer at Unity Technologies