I'm Wyatt, a student at RPI studying Computer Science, Game Design, and Computer Systems Engineering.
I enjoy staying up late for game jams with my partners at our indie studio Aestronauts,
and crunching for hackathons with my girlfriend.
I'm currently working an internship as a Procedural Tools Programmer at Epic Games.
I specialize in game engine development, graphics engineering, and tool development!
Worked on small team to build an asynchronous procedural node-graph editor + runtime for the Unreal Engine 5 for large-scale worldbuilding
Supported technical artists driving feature requests and drove feature implementation for procedural content integration with Lyra and other UE5 sample projects
Cofounded an indie game studio alongside 5 of my coworkers and participated in a start-up incubation program to rapidly prototype multiple video game concepts with a focus on polish and publishing practices.
After 3 months of development and $8,000 in funding, we released the free-to-play rhythm platformer Tempo on Steam.
Tempo reached the top 5 trending on Steam during its first week of release and had over 40,000 unique players in the first month.
Developed shaders, lighting, and visual effects in Unreal Engine 4 with a focus on optimization and performance for the large-scale AAA
quality open-world RPG The Lays of Althas.
Directly supported the level design and technical art teams with tooling, bug-fixes, and optimizations
I lead the programming department and work alongside the Project Managers to facilitate collaboration between four other departments totaling over 20 individuals.
I have led two projects from initial concept to playable prototype, and took responsibility for gameplay systems, networking, graphics, game AI, and tool development.
As the lead, I make technical decisions and design the overall architecture of primary systems. I also mentor and support new members of the team by producing quality documentation, engaging in 1on1s, weekly department meetings, and code reviews.
In addition, I give internal presentations and workshops to share my experience in areas such as source control and graphics.
Collaborated on a small internal development team creating tooling to expedite the development of healthcare software.
Participated in two-week sprints and led product pitches in Shark-Tank style presentations.
Researched, designed, and implemented solutions for a high-performance cluster computing system to survive environmental conditions in low earth orbit.
Contributed to payload design for multi-million dollar image processing satellite.
Work In Progress
In the meantime, here are some of my shader repositories:
This website was built from scratch by myself and my amazing girlfriend Brianna Ta, who specializes in full-stack software engineering.