Rob Stepinski

Dev Tech Software Engineer at TransGaming, Inc.

Old Toronto, Ontario, Canada
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Summary

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Rockstar
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Top School
Rob Stepinski is a Dev Tech Software Engineer with 7+ years of hands-on experience building high-performance graphics and portability solutions for AAA games and embedded systems. Currently on NVIDIA’s GameWorks team in Toronto, he specializes in cross-platform 3D rendering optimizations that bring console/PC content to devices like the Shield. His background spans shipping DirectX-over-OpenGL engines, shader compilers, and safety-critical OpenGL ES drivers for avionics, reflecting deep expertise across graphics stacks from drivers to game engines. An active contributor to the shader-slang project, he’s added GLSL intrinsics and SPIR-V optimizations, showing both compiler-level and runtime performance chops. He’s led small engineering teams and technical groups, blending hands-on C/C++/assembly work with leadership in portability IP. Notably, his career marries game development and embedded/avionics graphics—an uncommon mix that enables pragmatic, performance-first solutions.
code7 years of coding experience
job11 years of employment as a software developer
bookSt. Michael's College School
bookBachelor of Mathematics - Honours Co-Op, Computer Science, Bachelor of Mathematics - Honours Co-Op, Computer Science at University of Waterloo
languagesJapanese, Polish, English
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Github Skills (7)

hlsl10
glsl10
shader10
compiler-development10
spirv9
vulkan6
cuda5

Programming languages (2)

C++Nix

Github contributions (4)

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shader-slang/slang

Feb 2019 - Jan 2020

Making it easier to work with shaders
Role in this project:
userSoftware Engineer (focus on shader development/compiler features)
Contributions:9 releases, 14 commits, 29 PRs in 11 months
Contributions summary:Rob primarily contributed to the `slang` shader compiler, focusing on adding features and fixing bugs related to shader language features. They added new GLSL intrinsics for 16-bit float conversions and reciprocal square root. Additionally, they fixed issues in the GLSL code generation, including addressing bitwise operations on scalar booleans. The user also improved the shader compiler by adding the ability to obfuscate names and enabled SPIR-V optimization using spirv-opt.
cudavulkanshadersd3d12hlsl
chuckgenome/slang

Mar 2019 - Mar 2020

Making it easier to work with shaders
Contributions:31 pushes, 9 branches in 11 months
shaders
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Rob Stepinski - Dev Tech Software Engineer at TransGaming, Inc.