// 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.

  • Pittsburgh, PA
  • MS Computer Science · Graphics, DigiPen

01Experience

  1. Game Engineer @ Schell Games

    Mar 2026 — Oct 2026

    Unannounced 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.
    • Unreal Engine 5
    • nDisplay
    • AngelScript
    • GAS
    • Rendering Pipeline
    • Profiling
    • Automation Testing
    • Editor Tools
  2. Game Engineer @ Schell Games

    Dec 2025 — Mar 2026

    Superman 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.
    • Unreal Engine 5
    • nDisplay
    • Jenkins
    • Video Encoding
    • Render Farm
    • Unreal Tools
  3. Graphics Programmer @ RedPill XR

    Mar 2025 — Jun 2025

    Unannounced 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.
    • XR / VR
    • Unreal
    • Shaders
    • Networking
  4. Junior Programmer @ GodSpeed Games

    Jul 2019 — Nov 2020

    Krystopia · 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.
    • Unity3D
    • C#
    • Nintendo Switch
    • Profiling

02Projects

Shipped games & VR

Rendering & engine

03Skills

Rendering APIs

  • Vulkan
  • DirectX 11 / 12
  • OpenGL / ES
  • Metal 3

Languages

  • C / C++
  • C#
  • Lua
  • Python
  • AngelScript

Engines

  • Unreal Engine 5
  • nDisplay
  • Gameplay Ability System
  • Editor Tools
  • Unity3D
  • Cocos2d-x

GPU & Dev Tools

  • RenderDoc
  • Nsight
  • CPU / GPU Profiling
  • Visual Studio
  • Xcode
  • Rider
  • Git (GitHub / GitLab)

Pipelines & Automation

  • CMake
  • Premake
  • GitHub CI/CD
  • Jenkins
  • Automation Testing
  • Video Encoding
  • Jira

Math & Physics

  • 3D Math
  • Quaternions
  • Spline Curves
  • Newtonian Dynamics

04Education

M.S. Computer Science — Graphics Concentration

DigiPen Institute of Technology · Redmond, WA

2022 — 2024

B.S. Computer Science & Engineering

Visvesvaraya Technological University · Belagavi, India

2015 — 2019

06Contact

Open to graphics, engine and tools roles. The fastest way to reach me is email.