// graphics, engine & game engineer
Vatsalya Yadav
I build real-time renderers, engine systems and production tools — from Vulkan path tracers and deferred pipelines to multi-viewport nDisplay rendering in Unreal Engine 5.
01Experience
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Game Engineer @ Schell Games
Mar 2026 — Oct 2026Unannounced Immersive Projection Experience · Pittsburgh, PA
- Profiled CPU and GPU workloads with in-house performance tools to sustain a stable 60 FPS across multi-viewport nDisplay rendering.
- Drove rendering pipeline decisions and integrated new features into Unreal's graphics pipeline.
- Implemented automation tests for shipping builds to constantly monitor game performance in each level.
- Managed GAS architecture to align the team's goals and reduce code redundancy in new gameplay features.
- Developed custom editor tools that let designers tune gameplay without engineering support.
- Co-led AngelScript integration into the in-house Unreal fork, enabling hot-reloadable gameplay scripting and eliminating C++ recompiles for most iterations.
- Exposed engine and gameplay systems such as GAS to AngelScript through script bindings.
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Game Engineer @ Schell Games
Dec 2025 — Mar 2026Superman Experience · WB Studios, Burbank, CA · Official site ↗
Unreal UI and tools, video encoding techniques and scriptable pipelines for a large-format location-based experience.
- Extended nDisplay tooling to support multiple rendering policies for each selected viewport, and built Unreal tools for multi-viewport rendering challenges.
- Automated overnight renders with Jenkins across a multi-machine farm, generating terabytes of high-resolution frames.
- Optimized a super-high-resolution video rendering pipeline supporting multiple codecs.
- Ran output on state-of-the-art projectors via Hive Beeboxes on client hardware.
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Graphics Programmer @ RedPill XR
Mar 2025 — Jun 2025Unannounced XR/VR tech research · Los Angeles, CA
XR/VR, Unreal and networking stack for a seamless Ready Player One-style experience.
- Worked across multiple rendering APIs to achieve low-latency video transfer from a render farm.
- Optimized client-side shaders to display content rendered on a dedicated server.
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Junior Programmer @ GodSpeed Games
Jul 2019 — Nov 2020Krystopia · Shakes on a Plane · The Innsmouth Case · Pune, India
Optimized and ported games to Nintendo Switch using Unity3D and C#.
- Optimized shaders based on metrics from Nintendo's SDK and Unity profiling tools.
- Fixed bugs and memory issues using Switch SDK crash dumps and profiler data.
- Mapped input to Joy-Cons, Pro Controllers and touch screen from mouse & keyboard.
02Projects
Shipped games & VR
Rendering & engine
03Skills
Rendering APIs
Languages
Engines
GPU & Dev Tools
Pipelines & Automation
Math & Physics
04Education
M.S. Computer Science — Graphics Concentration
DigiPen Institute of Technology · Redmond, WA
2022 — 2024B.S. Computer Science & Engineering
Visvesvaraya Technological University · Belagavi, India
2015 — 201905Recommendations
View on LinkedIn ↗06Contact
Open to graphics, engine and tools roles. The fastest way to reach me is email.