Hi, I’m Collin Blumenauer, a software engineer specializing in graphics, GPU-accelerated systems, and procedural world-building. I enjoy bridging low-level engine work with creator tools, focusing on numerical stability and performance-critical software design. My experience spans Unreal Engine, GPU compute, and high-performance rendering, with a track record of collaborating with teams in Agile environments. Beyond engineering, I relish building scalable architectures, tooling for artists and programmers, and leading troubleshooting and performance profiling to resolve bottlenecks. I thrive on complex challenges—from cube-to-sphere terrain mapping to deterministic CPU/GPU DAG execution—and I enjoy sharing knowledge through documentation and code reviews.

Collin Blumenauer

Hi, I’m Collin Blumenauer, a software engineer specializing in graphics, GPU-accelerated systems, and procedural world-building. I enjoy bridging low-level engine work with creator tools, focusing on numerical stability and performance-critical software design. My experience spans Unreal Engine, GPU compute, and high-performance rendering, with a track record of collaborating with teams in Agile environments. Beyond engineering, I relish building scalable architectures, tooling for artists and programmers, and leading troubleshooting and performance profiling to resolve bottlenecks. I thrive on complex challenges—from cube-to-sphere terrain mapping to deterministic CPU/GPU DAG execution—and I enjoy sharing knowledge through documentation and code reviews.

Available to hire

Hi, I’m Collin Blumenauer, a software engineer specializing in graphics, GPU-accelerated systems, and procedural world-building. I enjoy bridging low-level engine work with creator tools, focusing on numerical stability and performance-critical software design. My experience spans Unreal Engine, GPU compute, and high-performance rendering, with a track record of collaborating with teams in Agile environments.

Beyond engineering, I relish building scalable architectures, tooling for artists and programmers, and leading troubleshooting and performance profiling to resolve bottlenecks. I thrive on complex challenges—from cube-to-sphere terrain mapping to deterministic CPU/GPU DAG execution—and I enjoy sharing knowledge through documentation and code reviews.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Language

English
Fluent

Work Experience

Junior Software Engineer at ATMTA, Inc.
August 1, 2024 - Present
Led the design, development, and testing of GPU-accelerated planetary terrain systems within Unreal Engine 5, owning the full software development lifecycle from architecture to production integration. Architected and implemented scalable, high-performance rendering systems for spherical terrain using advanced data structures, spatial algorithms, and memory-optimized systems design; adapted planar landscape architectures to work on planetary-scale geometry. Collaborated cross-functionally with artists and engineers in an Agile/Scrum environment, leading troubleshooting, root-cause analysis, and performance profiling to resolve bottlenecks and integration issues. Conducted and participated in code reviews to enforce coding standards and software maintainability best practices, improving long-term codebase stability. Authored technical documentation, maintained CI/CD-compatible version control workflows using Git and Perforce, and managed iterative release cycles to support long-term mai

Education

Bachelor of Science in Computer Science at Ohio University
January 11, 2030 - May 1, 2028
Bachelor of Science in Computer Science at Ohio University
January 11, 2030 - May 1, 2028

Qualifications

Add your qualifications or awards here.

Industry Experience

Software & Internet, Gaming, Media & Entertainment