Steve Wooster is a pragmatic software engineer with a decade of experience building robust back-end systems, particularly in Rust and legacy stacks, and is seeking non-blockchain Rust roles near Portland or remote. He has delivered performance-critical work in privacy-sensitive domains—optimizing async Rust servers for distributed cryptographic protocols at SecureDNA—and stabilized large-scale data processing and QA pipelines at comScore. A careful systems thinker, he has deep experience across networking, databases, and deployment from LAMP-era system administration to modern async Rust patterns. Steve is an active open-source contributor to graphics and rendering ecosystems (notably enhancements to the ash Vulkan bindings and the rendy engine), showing attention to correctness, performance, and practical example simplification. Collected by a math-and-CS background, he combines low-level optimization skills with rigorous testing practices that uncovered rare cryptographic edge cases.
10 years of coding experience
13 years of employment as a software developer
Bachelor’s Degree, Mathematics and Computer Science, 3.85 GPA, Bachelor’s Degree, Mathematics and Computer Science, 3.85 GPA at Portland State University
Contributions:10 reviews, 10 commits, 11 PRs in 2 years 4 months
Contributions summary:Steve primarily contributed to the `ash-rs/ash` repository by modifying the codebase to improve its functionality and efficiency. Their work includes adding `PartialEq`, `Eq`, and `Hash` traits to various structs, simplifying example code, and optimizing vertex input states. They addressed memory selection and code simplification within the examples, and added conversion functionalities between Extent2D, Extent3D, and Rect2D.
State of the art "build your own engine" kit powered by gfx-hal
Role in this project:
Backend Developer
Contributions:8 commits, 5 PRs, 7 comments in 5 months
Contributions summary:Steve primarily contributed to the `rendy` repository by improving and simplifying examples, fixing bugs, and making code more robust. They addressed issues related to fence handling and example execution, indicating a focus on the rendering pipeline's stability. The user also made optimizations to the meshes example, improved buffer calculations, and addressed a typo, demonstrating attention to detail. Several commits directly modify and enhance the scene graph and related rendering components.
gfxartgamedevrustvulkan
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