Software Engineer, Engine Scalability Resume Sergei Mendoza Software Engineer, Engine Scalability (408) 555-6814 sergei.mendoza@example.com linkedin.com/example/sergeimendoza San Jose, CA 95126 STRENGTHS Performance Diagnosis Turned CPU, GPU, memory, and frame time traces into focused production fixes. Teams gained clearer evidence for hard tradeoffs. Engine Ownership Carried ambiguous geometry and loading initiatives from discovery through rollout. That continuity built confidence during production follow through. Cross Team Delivery Worked closely with rendering, animation, content, and tools partners. Practical interface decisions kept features usable in real workflows. Mobile Awareness Tested constrained device behavior through representative traces and budgets. Small resource decisions prevented larger runtime surprises later. Code Health Used reviews, tests, instrumentation, and regression checks to protect a large C++ codebase. Peers often sought input on risky changes. SKILLS C++ Real Time 3D Game Engines Engine Scalability Mesh Processing Geometry Processing Level of Detail Transcoding Asset Streaming Runtime Loading 3D Rendering Spatial Data CPU Profiling GPU Profiling Mobile Performance LANGUAGES English Native 40 Russian Proficient 30 MY CAREER 5.1 Years Senior Software Engineer, 3D Engine at Vertex Forge Studios (1.8 Years) Software Engineer II, Engine Systems at Luma Ridge Interactive (1.5 Years) Software Engineer, Real Time Systems at Arcadia Simulation Labs (1.8 Years) SUMMARY Software engineer with five years of experience shipping performance sensitive C++ systems for real time 3D applications across desktop, console, and mobile class hardware. Builds scalable engine capabilities for mesh processing , geometry processing, level of detail , transcoding, asset streaming, runtime loading, spatial data, and client performance. Uses profiling evidence to diagnose CPU time, GPU time, memory use, loading latency, visual quality, and frame time stability across constrained devices. Owns ambiguous initiatives from discovery through design, implementation, validation, rollout, and production follow through. Partners with rendering, animation, content, tools, and developer facing teams so engine features support practical production workflows. Brings clear technical communication, maintainable code, thoughtful tradeoffs, and hands on leadership that can help teams deliver reliable high fidelity 3D experiences across diverse device tiers. EXPERIENCE Senior Software Engineer, 3D Engine Vertex Forge Studios January 2025 - Present San Jose, California Owns geometry streaming, runtime loading , and scalability systems for a multiplayer 3D product. Leads technical discovery, implementation, validation, rollout, and production follow through across client platforms. Partners with rendering, animation, tools, and content teams to keep low level engine capabilities practical for production workflows. Owned C++ geometry streaming systems, carrying profiling findings through staged production rollout. Designed mesh LOD selection using view conditions, memory budgets, and device capability constraints. Profiled CPU, GPU, frame time, memory , and loading behavior with internal instrumentation. Built asynchronous asset streaming and cache policies that reduced stalls in dense scenes. Defined integration contracts with rendering, animation, tools, and content teams for production adoption. Maintained code health through reviews, tests, regression checks, design reviews, and monitoring. Software Engineer II, Engine Systems Luma Ridge Interactive June 2023 - December 2024 Santa Clara, California Developed C++ engine systems for real time 3D environments, with ownership across geometry processing, spatial organization, asset loading, and client performance. Drove medium scope features from design through rollout while coordinating interfaces with rendering and content tool engineers. Used representative device traces to guide reliable production decisions. Developed C++ runtime systems for geometry processing , spatial organization, asset loading, and client performance. Implemented mesh preprocessing and transcoding stages for platform specific runtime formats. Diagnosed frame time instability by correlating rendering workload, allocations, streaming activity, and scene complexity. Extended spatial data structures for visibility and streaming decisions across dense scene traces. Coordinated interface changes with rendering and content tool engineers during asset workflow adoption. Drove engine features from design through rollout, monitoring telemetry for device regressions. Software Engineer, Real Time Systems Arcadia Simulation Labs July 2021 - May 2023 Fremont, California Built C++ components for a real time 3D simulation platform supporting scene data, runtime resources, and latency sensitive update loops. Contributed geometry utilities, profiling instrumentation, resource loading controls, and optimization work within a large production codebase. Collaborated with rendering and tools engineers during technical design and review. Built C++ components for scene data, runtime resources, and latency sensitive update loops. Created geometry import utilities that validated mesh attributes before interactive sessions. Added profiling instrumentation around loading, allocation, and frame updates across test hardware. Optimized measured CPU hotspots while preserving readable code and stable complex scene behavior. Implemented configurable resource loading for hardware targets, balancing startup latency and memory. Contributed code reviews and design discussions with rendering and tools engineers. PROJECTS Mobile Geometry Scalability Pipeline 2025 Created a focused scalability initiative for mobile class hardware, combining mesh processing, LOD selection, asynchronous streaming, runtime loading, and memory budgets. The work connected profiling evidence with practical device tier decisions and stable visual output. Spatial Runtime Loading Framework 2024 Built a spatial data workflow for visibility and streaming decisions across dense real time 3D scenes. Representative device traces guided loading behavior, frame time analysis, and platform specific resource choices. LEADERSHIP & AWARDS Recognized by engineering leadership for dependable ownership of production engine scalability initiatives. Received peer recognition for clear technical tradeoff discussions during cross team rendering work. Led technical reviews that improved code health, testing discipline, and production follow through. EDUCATION Bachelor's Degree in Computer Science San Jose State University GPA: 3.8 2021 San Jose, California Coursework: Algorithms, Computer Graphics, Operating Systems, Software Engineering CERTIFICATIONS Certified Scrum Developer 2024 Advanced C++ Programming Certificate 2023 TECHNICAL SKILLS C++ Development: C++, STL, templates Real Time Rendering: 3D rendering, GPU optimization, frame time Geometry Processing: mesh processing, geometry validation, transcoding Level of Detail: LOD selection, view conditions, visual quality Asset Streaming: asynchronous streaming, cache policies, runtime loading Performance Profiling: CPU profiling, GPU profiling, internal instrumentation Memory Optimization: memory budgets, allocation analysis, cache management Spatial Data: spatial structures, visibility, scene organization Asset Pipelines: 3D asset pipelines, mesh preprocessing, asset validation Platform Optimization: mobile performance, console performance, device tiers Animation Systems: animation, skinning, avatar geometry Engineering Quality: code review, regression testing, design review SKILLS C++ Real Time 3D Game Engines Engine Scalability Mesh Processing Geometry Processing Level of Detail Transcoding Asset Streaming Runtime Loading 3D Rendering Spatial Data CPU Profiling GPU Profiling Mobile Performance PROFESSIONAL AFFILIATIONS Participated in real time graphics engineering communities focused on practical engine performance work. Collaborated with rendering, content, tools, and developer facing engineering groups on shared production goals. LANGUAGES English (Native) Russian (Proficient) ADDITIONAL INFORMATION Work Status : Authorized to work in United States. No sponsorship required. ADDITIONAL INFORMATION Work Status : Authorized to work in United States. No sponsorship required. REFERENCES AVAILABLE ON REQUEST
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