Yuna Tanaka Senior Graphics Engineer
Redmond, WA • yuna.tanaka@gmail.com • +1 425-555-0192
Profile Summary
- Senior Graphics Engineer with 10 years of experience building renderers for AAA console and PC shooters, specializing in render pipelines, lighting and GPU performance.
- Ships on Xbox Series X|S, PS5 and PC with Unreal Engine 5 and Unreal Engine 4, writing HLSL and GLSL shaders against DirectX 12 and Vulkan, and profiling in PIX and RenderDoc.
- Go-to engineer for render graph scheduling, PBR material systems, virtual shadow maps and temporal upscaling, working from capture-based profiling and per-feature GPU budgets to ship frames that hold 60 fps with no visible quality cuts.
- Works daily with Lighting Art, Technical Art, Engine and Platform teams and developer relations engineers at NVIDIA and AMD, in art-direction reviews, performance strike teams and driver bug triage.
- Coaches junior engineers on shader cost and reading GPU captures, leads the monthly rendering architecture review, and keeps the studio’s HLSL style and permutation guide up to date.
Technical Skills
- Programming & Shading Languages:
- C++20, HLSL, GLSL, Slang, Python
- Graphics APIs:
- DirectX 12, Vulkan, Metal, DirectX 11, OpenGL ES
- Rendering Techniques:
- PBR, deferred shading, render graphs, virtual shadow maps, Lumen, TSR, DLSS, FSR
- GPU Compute & Ray Tracing:
- DXR inline ray queries, compute shaders, async compute, mesh shaders, temporal denoisers
- GPU Profilers & Debuggers:
- PIX, RenderDoc, Nsight Graphics, Radeon GPU Profiler, Razor
- Engines & Renderers:
- Unreal Engine 5, Unreal Engine 4, Nanite, Slipspace Engine
- Platforms & GPU Hardware:
- Xbox Series X|S, PS5, PC, NVIDIA, AMD and Intel GPUs, Steam Deck
Education
Work Experience
- Restructured the Unreal Engine 5 render graph for Halo: Campaign Evolved, moving SSAO and the light grid build onto async compute and aliasing transient render targets, which freed 1.6 ms of GPU time per frame on Xbox Series X.
- Rewrote the armor, terrain and Covenant metal materials in HLSL as layered PBR functions with a permutation budget checked in the shader build, cutting compiled shader variants from 31,000 to 12,400.
- Moved the DirectX 12 back end on Xbox and PC to bindless descriptor heaps and a precompiled PSO cache, then matched the PS5 back end feature for feature, cutting render-thread submission time from 4.1 ms to 2.3 ms.
- Set per-feature GPU budgets for the 60 fps performance mode and reviewed PIX and RenderDoc captures of every campaign mission each week, bringing Xbox Series S frame time from 19.8 ms to 16.4 ms before launch.
- Tuned Lumen global illumination and virtual shadow maps for the outdoor levels with the lighting team, caching shadow pages for static geometry, and cut shadow depth cost on PS5 from 3.1 ms to 1.7 ms with art-director sign-off.
- Put TSR, DLSS 4 and FSR 3.1 behind one upscaler interface and reworked HDR10 tone mapping with the art directors, so the PS5 quality mode outputs 4K from a 1440p internal resolution.
- Shipped ray-traced reflections for the PC version with DXR inline ray queries, a temporal denoiser and a screen-space fallback for GPUs without RT cores, holding the effect to 2.2 ms at 1440p on a GeForce RTX 4070.
- Converted rock, foliage and Forerunner structure meshes to Nanite and added GPU Hi-Z occlusion culling for the remaining props, cutting draw calls on The Silent Cartographer from 9,800 to 2,600 per frame.
- Wrote GPU skinning and morph target compute shaders for crowded Horde waves in Gears 5 on Unreal Engine 4, saving 1.3 ms of GPU time per frame on Xbox One X.
- Tuned dynamic resolution scaling for the 4K multiplayer mode on Xbox One X, which kept 96% of captured match frames at 60 fps at launch.
- Built an in-editor GPU cost overlay for lights and materials with the tech art team, used by 25 lighting and technical artists to catch over-budget content before check-in.