Experience
Ten years of low-level C++ on compute and memory bound workloads. The roles below are the GPU ones; each is described by what ran on the card and what was measured.

Senior HPC Engineer
Jugo
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Contract
June 2026 to present
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United Kingdom
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Remote
Built and modified custom CUDA kernels for live video processing on Jugo’s immersive meetings platform, which renders real-time 3D meeting environments in the browser on an NVIDIA and Unreal Engine stack. Worked across the NVIDIA DeepStream video stack, adapting a game-engine render pipeline to live AI video compute and low-latency streaming under a hard per-frame budget. Profiled and optimised the compute and memory bound stages for throughput at scale, from one-to-one calls up to town-hall audiences, using Nsight to drive occupancy, launch configuration and memory-coalescing changes. Some details remain confidential; scope and results available on request.
Skills
CUDA, C++, Nsight Systems, Nsight Compute, DeepStream, Unreal Engine

GPU Systems Engineer
Union One Game
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Contract
August 2018 to August 2024
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United Kingdom
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Remote
Delivered the GPU-resident render pipeline for Union One, a tactical FPS: particle systems and related effects computed on the GPU rather than the CPU, with Vulkan driving rendering and the surrounding engine systems. Owned the subsystems where frame budget and memory layout were the binding constraints, profiling and optimising against a fixed per-frame time budget.
Skills
C++, Vulkan, GLSL, engine systems, memory layout, profiling
Tools
C++, CUDA, Vulkan, GLSL and Slang, Python. Nsight Compute and Nsight Systems for profiling, PTX and SASS inspection, cuSPARSE and the NPP libraries as baselines, OpenMP references on the CPU side.
