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C++ Software Engineer

Location:
Hong Kong
Posted:
May 12, 2025

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Resume:

Dominic KWAN

Graphics Engineer

C++ OpenGL DirectX WebGL GLSL

Computer Graphics Engine Design Optimization Game Development Team Leading Problem Solving

Software Engineer specialized in Computer Graphics aims to utilize knowledge and experience to develop visually pleasing real time applications. Focus on GPU technologies, real-time rendering techniques, problem solving, software architecture and optimization.

Lead Programmer

Nov 2023 - Present

Cruelman Studios Limited

Hong Kong

● Responsible for technical aspects in game development. Lead of 3 developers focusing on all technical aspects of game.

● Worked with C++, Unreal Engine 5, Blueprints, HLSL for game development on Unreal.

● Authored all materials with Unreal material graph and HLSL used by the game, worked closely with art director to make sure the look and feel are up to users’ expectations.

● Implementation of gameplay logic and enemy AI.

● Optimization of scenes for it to run smoothly on various platforms including PS5 and Windows.

Tools Engineer

Mar 2023 – Nov 2023

Marmoset LLC.

Remote

● As part of the Painting team, responsible for maintaining and implementing painting features of Toolbag.

● Worked on Direction Painting feature with C++, HLSL and DirectX 12, allowing users to paint high quality tangent map onto 3D model directly.

● Designed and implemented extensions of procedurally generated directions from various existing effects with various noise algorithms.

● Improved noise shader to run 50% faster in a single pass.

● Worked on 3D Clone Stamp feature that allows users to clone material from a model and paint the feature to anywhere else in the scene. Principal Product Engineer

May 2016 – Mar 2023

RIB Software Limited

Hong Kong

● Team Lead of 5 developers developing graphics engine used by iTWO costX to display various CAD formats (PDF, DWG, IFC, Revit, etc.) for take-off operation.

● Designed, developed and maintained custom graphics engine with C++ and OpenGL. Redesigned engine architecture and reimplemented render pipeline to make use of update to date OpenGL features.

● Worked on web version of the engine with JavaScript and WebGL, and eventually merged codebase into one and cross compiled the same code base in C++, OpenGL and OpenGL ES / WebGL with Emscripten.

● Web version of graphics engine implementation with Node.js, Javascript.

● Implemented new engine features including image block recognition with OpenCV, improved transparency and antialiasing of 3D engine, and worked on memory and speed optimization.

Experience

Software Engineer

Aug 2009 – May 2016

Mirare Creative Limited

Hong Kong

● Team Lead of 3 developers focusing on graphics part of custom-made game engine of an MMORPG written in C++, OpenGL and GLSL.

● Designed and implemented render pipeline architecture and worked with other teams to confirm interaction with other subsystems.

● Researched, designed and implemented rendering architecture with deferred rendering and flexible render passes for adding effects and features.

● Implemented most of the shaders with GLSL used in the game engine.

● Researched and implemented Physically Based Rendering methods into game engine. Worked with artists closely to define workflow and asset format and created tools in Qt for importing and verification of assets.

● Implemented various graphic features including Screen Based Ambient Occlusion, Skin Subsurface Scattering, Area Lights, Volumetric Fog, etc.

● Worked with artists closely to understand their requirements, helped developing artist workflow, and developed some artist tools in Maya MEL and Qt.

● Designed and developed a system for generating shaders in runtime that fits hardware configuration of target machine.

Software Developer

Oct 2005 – Jan 2009

Imagi Creative Limited

Hong Kong

● Part of the R&D team focusing on speeding up rendering and preview with real time technologies, mainly using C++, OpenGL, GLSL, MEL and Renderman Shading Language.

● Researched and developed a real time light preview tool, similar to Pixar's Lpics, for artists to preview change of lighting at an interactive rate with C++, OpenGL and GLSL. Worked closely with Technical Artists to confirm requirements and workflow the preview process.

● Prototyped a non-photorealistic rendering pipeline to be used in film production with Renderman, C++, OpenGL, and GLSL. Worked closely with artists to understand user requirements and determine art style.

● Worked on a plugin to preview depth of field effect in real time in C++ and OpenGL.

● Worked on various shaders like volume rendering, environment mapping, adding details to surface with noise and shapes, etc. Software Developer

Jun 2002 – Apr 2005

G&A Management

Consultants Limited

Hong Kong

● Worked as a developer of a 3D mind mapping tool Topicscape using C++, Java and OpenGL.

● Designed and implemented 3D frontend using Java and C++ with OpenGL. Implemented a proprietary GUI library for the user interface.

● Researched and prototyped methods for generating noise-based terrain, and algorithms for rendering terrain fast in real time. Sep 1998 – Jun 2002

City University of Hong Kong

Bachelor of Science in Computer Studies

Education



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