Spencer Imbleau

Software Engineer III at BLUE ORIGIN

Ponte Vedra Beach, Florida, United States
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Summary

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Rockstar
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Spencer Imbleau is a Software Engineer III with six years of experience combining systems-level rigor and mathematical training (M.S. in Computer Science) to build performant, graphics-focused software. Currently at Blue Origin after a stint at NASA, he brings production experience in safety-critical and high-performance domains. He’s deeply interested in computer graphics and WebAssembly, contributing to the well-regarded lyon Rust project by improving SVG GPU rendering, shaders (WGSL), and buffer strategies—work that spans both Rust and shader code. Spencer’s background as a lead TA and systems engineer gives him a strong foundation in teaching, tooling, and practical optimization. Based in Ponte Vedra Beach, he blends a research-minded approach with hands-on engineering, often digging into shader pipelines and low-level performance details that many engineers leave to libraries.
code6 years of coding experience
job2 years of employment as a software developer
bookMaster of Science - MS Computer Science, Master of Science - MS Computer Science at Appalachian State University
bookBachelor of Science - BS Computer Science, Bachelor of Science - BS Computer Science at Western Carolina University
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Github Skills (9)

gpu-programming10
rust10
shader10
webgpu10
wgsl10
graphic10
render10
rendering9
svg9

Programming languages (13)

JavaBikeshedRustTeXWebAssemblyVueHTMLTypeScript

Github contributions (5)

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nical/lyon

Oct 2021 - Oct 2021

2D graphics rendering on the GPU in rust using path tessellation.
Role in this project:
userFull-stack Developer
Contributions:5 commits, 6 comments, 1 issue in 5 days
Contributions summary:Spencer primarily focused on enhancing the examples and core functionality of the wgpu-svg module, a subcomponent within the main lyon project. Their contributions included refactoring shader inclusion, dynamically sizing primitive buffers, and increasing the complexity limits for SVG rendering. These changes involved modifications to both the Rust code and the shader code written in WGSL, demonstrating an understanding of both the graphics rendering pipeline and the associated shader language. Additionally, they optimized the use of uniform buffers.
gpu-programming2d-graphicsrustgputessellation
linebender/bevy_vello

Jul 2023 - Apr 2025

An integration to render with Vello in Bevy game engine.
Contributions:14 releases, 69 reviews, 109 PRs in 1 year 8 months
bevybevy-enginevelatovello
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Spencer Imbleau - Software Engineer III at BLUE ORIGIN