Thomas Zeng

Staff Graphics Engineer at Unity

Bellevue, Washington, United States
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Summary

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Rockstar
🎓
Top School
Thomas Zeng is a Staff Graphics Engineer with 7 years of focused experience in real-time rendering, XR, and low-level GPGPU performance optimization, currently shaping XR graphics at Unity from Bellevue. He has led SRP and XR initiatives across URP/HDRP, driven cross-platform graphics API design, and served as tech lead for Meta graphics integration and RenderGraph work. His contributions to the high-profile Unity-Technologies/Graphics repo include fixing XR shader failures, multiview/camera stacking issues, and refactoring XR-specific shader code, reflecting deep practical expertise in shader systems and platform compatibility. Before Unity he led graphics work at CONFETTI, shipping console and Vulkan projects including ports and platform-specific optimizations for Stadia, Switch, and StarVR. Combining an MBA from UC Davis with a CS degree from UC San Diego, he pairs technical depth with product and cross-team leadership to deliver performant, platform-agnostic graphics solutions.
code6 years of coding experience
job10 years of employment as a software developer
bookMaster of Business Administration - MBA, Master of Business Administration - MBA at University of California, Davis
bookUniversity of California, San Diego
languagesEnglish, Chinese
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Github Skills (9)

pip10
csharp10
shadergraph10
render10
pipe10
urp10
dotnet-core10
unity3d10
game-development9

Programming languages (2)

C#HTML

Github contributions (5)

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Unity-Technologies/Graphics

Jul 2019 - Dec 2022

Unity Graphics - Including Scriptable Render Pipeline
Role in this project:
userFull-stack Developer (Specializing in Graphics and XR Development)
Contributions:123 reviews, 244 commits, 116 PRs in 3 years 5 months
Contributions summary:Thomas primarily contributes to the Unity Graphics repository by resolving XR shader failures, fixing rendering issues within the Universal Render Pipeline (URP) ShaderGraph, and addressing problems related to XR multiview and camera stacking. They refactored and optimized XR-specific code. Their work involved modifying shader code, updating the CHANGELOG, and ensuring compatibility with various XR rendering modes on different platforms.
renderpost-processingpipelinescriptableunity
Scriptable Render Pipeline
Contributions:19 commits in 8 months
renderpipelinescriptable
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Thomas Zeng - Staff Graphics Engineer at Unity