Aidan Holloway Senior Engine Programmer
Cary, NC • aidan.holloway@gmail.com • +1 919-555-0162
Profile Summary
- Senior Engine Programmer with 10 years of experience building core runtime systems for AAA console and PC game engines, specializing in memory, multithreading and load times.
- Hands-on with engines (Unreal Engine 5, id Tech 7), languages (C++20, Python), platforms (PS5, Xbox Series X|S, Nintendo Switch 2), profilers (Unreal Insights, Superluminal) and build tools (Perforce, Unreal Build Tool).
- Deep expertise in custom allocators, task-based job systems, async asset streaming and platform abstraction layers, using data-oriented design and profile-first optimization to ship engine code that holds its frame budget on every platform.
- Works closely with Rendering, Gameplay, Tools and Platform teams and engineers at licensee studios, from architecture reviews and performance strike teams to the week before a cert submission.
- Mentors engineers on C++ performance and code review, runs the weekly engine performance review, and wrote the team’s memory budget guide.
Technical Skills
- Programming Languages:
- C++20, C++17, Python, C#, Lua, x64 assembly (reading)
- Game Engines:
- Unreal Engine 5, id Tech 7, UObject reflection, Mass Entity (ECS), Chaos physics
- Low-Level Systems:
- Custom allocators (pool, stack, frame), data-oriented design, SIMD (SSE, AVX2, NEON), lock-free queues, atomics, task graphs
- Profilers & Debuggers:
- Unreal Insights, Superluminal, PIX, Razor, Visual Studio, WinDbg, AddressSanitizer
- Platforms & SDKs:
- PS5, Xbox Series X|S, Nintendo Switch 2, Windows, Steam Deck, DirectX 12 and Vulkan back ends, console certification (TRC, XR, Lotcheck)
- Build & Version Control:
- Perforce, Unreal Build Tool, Horde, Incredibuild, Git, Jenkins
- Editor & Pipeline Tools:
- Unreal Editor (Slate), Dear ImGui, Python editor scripting, IoStore, Oodle, FlatBuffers
Education
Work Experience
- Reworked module startup in the Unreal Engine 5 core runtime in C++20, moving 46 engine modules to lazy loading with a dependency-ordered boot sequence, and cut editor cold start on City Sample from 74 s to 41 s.
- Replaced general-purpose heap calls in the audio and streaming subsystems with tagged pool and per-frame linear allocators, set per-subsystem budgets tracked in Memory Insights, and lowered peak memory on Xbox Series S by 212 MB in a Fortnite Battle Royale match.
- Moved animation evaluation and physics scene queries onto the engine’s task graph with explicit dependencies and lock-free work queues, stress-tested them for data races in nightly runs, and raised worker-thread use on 8-core consoles from 61% to 88%.
- Ran a frame-time push on PS5 and Xbox Series X with Unreal Insights and Superluminal captures, rewrote hot scene-update loops as data-oriented AVX2 code, and cut game-thread time from 14.8 ms to 10.9 ms at 60 fps.
- Tuned I/O request priorities and Oodle decompression in the async loading path for IoStore packaged builds, prefetching by map region, and brought the initial load into a match on PS5 from 27 s to 9 s.
- Ported the platform layer for file I/O, threads, memory and input to Nintendo Switch 2 ahead of its June 2025 launch, then took 3 licensee studios through Lotcheck prep with zero failed first submissions.
- Cut full engine rebuild time in Unreal Build Tool from 52 min to 19 min by splitting heavy headers and tuning unity builds, and moved engine smoke tests into the Horde pre-submit gate so broken changelists never reach the main branch.
- Built an in-editor content validator in Slate that catches broken asset references and over-budget actors before check-in, used by 120+ designers and artists on 4 internal teams, and cut content-related build breaks by 63%.
- Hunted streaming hitches in id Tech 7 for DOOM Eternal on Xbox One, cutting frames over 33 ms during level transitions by 82% before launch.
- Wrote console memory tracking that tagged every allocation by system, which found 140 MB of leaks and duplicate assets in the last 6 months before DOOM Eternal shipped.
- Kept the PS4 and Xbox One platform layer ready for certification across 3 submissions, with zero TRC or XR failures sent back to the team.