Aidan Holloway Senior Engine Programmer
Cary, NC • engineprog@gmail.com • +1 919-555-0162
Profile Summary
- Senior Engine Programmer with 10 years of experience working on a cross-platform AAA game engine across rendering, memory, job systems, and platform abstraction, specializing in render-graph design, custom allocators, and console-platform abstraction.
- Solid technical background across engine context (Unreal Engine 5), languages (C++20, C++17), rendering APIs (DirectX 12, Vulkan), job systems on fiber-based work-stealing scheduler, physics on PhysX 5, target platforms PS5, Xbox Series X|S, PC, and Switch, and profiling with (PIX, Tracy), with strong fundamentals in frame-budget discipline, data-oriented design, and platform-aware abstraction.
- Deep expertise in core engine architecture and ECS systems, custom allocators and cache-friendly data layout, render graphs and command-buffer management, and job systems and lock-free concurrency, applying practices such as data-oriented design and SIMD optimization and render-graph passes with fine-grained barriers to deliver frame-budget-clean, platform-portable, and team-friendly engine code.
- Engaged collaborator working cross-functionally with Rendering, Tools, Gameplay, and Platform leadership in multi-studio engine programs with quarterly stability cuts, contributing to engine-architecture reviews, perf war rooms, and stability-cut retrospectives with a pragmatic, ship-it-then-polish mindset.
- Senior engineer who shares technical excellence and fosters a culture of code-review rigor and frame-budget and memory-budget discipline through code-review coaching and architecture mentorship, while running weekly engine architecture council sessions and authoring widely adopted engine-pattern and platform-abstraction handbooks.
Technical Skills
- Languages & Build:
- C++20, C++17, C, Rust (study), Python (tooling), CMake, premake, MSBuild, clang-tidy, sanitizers
- Core Engine Systems:
- Main loop, subsystem lifecycle, ECS, scene graph, reflection, serialization, message bus, event system, hot-reload
- Memory & Performance:
- Custom allocators (pool / stack / frame / slab), SIMD (SSE / AVX / NEON), cache-line layout, data-oriented design, fragmentation analysis
- Rendering & Graphics APIs:
- DirectX 12, Vulkan, Metal, render graphs, command-buffer recording, GPU resource lifetime, descriptor heaps, HLSL / GLSL shader compilation
- Concurrency & Job Systems:
- Fiber schedulers, work-stealing, lock-free queues (MPMC, SPSC), atomics, memory ordering, parallel-for primitives
- Asset Pipeline & Streaming:
- Asset importers (FBX, glTF), texture cookers (BC, ASTC), shader compilers, async loading, LOD systems, on-disk packaging
- Platform & Console:
- PS5 (Razor + GNM), Xbox Series X|S (PIX + DX12), Nintendo Switch (NVN), iOS / Android (Metal / Vulkan), TRC / TCR / Lotcheck
- Tooling & Profiling:
- Dear ImGui, Qt, custom editor frameworks, RenderDoc, PIX, RGP, Razor, Tracy, Superluminal, Intel VTune, Nsight
Education
Work Experience
- Own engine architecture for the Unreal Engine 5 core runtime and ECS subsystem across 6 major engine releases over 4 years, with consumers spanning 80+ licensee studios and 9 first-party titles on the engine roadmap.
- Designed a tiered pool + slab allocator with per-frame arenas that replaced the legacy global new / delete path, instrumented with sanitizer-friendly tagging; cut peak working-set by 184 MB on Series S and reduced fragmentation by 38%.
- Built render-graph passes on the DirectX 12 and Vulkan backends, layering in bindless descriptors and async-compute shadows with fine-grained barriers and command-buffer reuse; delivered 2.3 ms of GPU savings per frame on Series X across a 2-quarter perf-pass window with no shader-permutation regressions.
- Designed the engine's fiber-based work-stealing job scheduler with task priorities and dependency graphs, scaling cleanly to 16 cores at 92% CPU utilization on the flagship Fortnite Battle Royale benchmark across PC and Series X profiles.
- Built the texture and mesh cooker and the async streaming layer against LOD streaming and on-disk packaging, with priority queues and IO budgeting per zone; pulled cold-load times from 38 s to 9 s on PS5 SSD and unblocked the first-party launch milestone.
- Integrated the Chaos physics solver and the animation-graph bridge against the new ECS scene model, tuning broadphase / narrowphase budgets and pose-sampling caches; delivered a 44% solver-time reduction on dense ragdoll scenes and held animation cost under 1.6 ms across a 3-release stabilization window.
- Built an in-engine Tracy bridge and ImGui debug overlays for the engine team and licensee studios; adopted by 32 engineers across 4 studios and cited in 3 quarterly engine reports as a top-3 productivity win.
- Owned the platform-abstraction layer for idTech covering file I/O, threading, and graphics abstraction across PS4 / PS5 / Xbox One / Series / Switch, delivering zero cert findings across 3 platform submissions.
- Drove engine maintenance and versioning on idTech branch management with weekly stability cuts, cutting nightly crash rate from 1.8% to 0.3% across the program.
- Mentored 4 mid-career engine engineers through senior engine work, supporting 2 promotions to Senior; authored the team's engine code-style and review handbook adopted across 3 internal engine forks.
- Partnered with Rendering, Tools, Gameplay, and Platform teams across 2 shipped titles and 4 internal prototypes, authoring 34 architecture and integration RFCs that became the team's engine baseline; onboarded 6 new engine engineers into the branch and cert workflow.