I am a game developer and graphics/engine engineer with 15+ years of experience across Unity, Unreal, and custom C# engines. I specialize in GPU optimization, ECS architecture, real-time shader development, and low-level rendering pipelines. I’ve shipped titles on Evercade and worked on official ports, and I’m currently authoring CAIMAN, a production-focused game engine built from first principles. I’m known for delivering complex systems independently with strong profiling instincts and measurable performance results. I enjoy building robust toolchains and rendering pipelines, collaborating across teams to turn challenging graphics problems into elegant, maintainable solutions, and I’m open to new opportunities and relocation.

Koby Howell

I am a game developer and graphics/engine engineer with 15+ years of experience across Unity, Unreal, and custom C# engines. I specialize in GPU optimization, ECS architecture, real-time shader development, and low-level rendering pipelines. I’ve shipped titles on Evercade and worked on official ports, and I’m currently authoring CAIMAN, a production-focused game engine built from first principles. I’m known for delivering complex systems independently with strong profiling instincts and measurable performance results. I enjoy building robust toolchains and rendering pipelines, collaborating across teams to turn challenging graphics problems into elegant, maintainable solutions, and I’m open to new opportunities and relocation.

Available to hire

I am a game developer and graphics/engine engineer with 15+ years of experience across Unity, Unreal, and custom C# engines. I specialize in GPU optimization, ECS architecture, real-time shader development, and low-level rendering pipelines. I’ve shipped titles on Evercade and worked on official ports, and I’m currently authoring CAIMAN, a production-focused game engine built from first principles.

I’m known for delivering complex systems independently with strong profiling instincts and measurable performance results. I enjoy building robust toolchains and rendering pipelines, collaborating across teams to turn challenging graphics problems into elegant, maintainable solutions, and I’m open to new opportunities and relocation.

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate
Intermediate

Language

English
Fluent

Work Experience

Lead Engine Developer at Gator Dog Studio
January 1, 2025 - Present
Authoring a production-focused C# game engine with full ECS architecture, minimal external dependencies (Silk.NET, SharpGLTF), and a data-driven Block/Deck component model. Custom DX11 renderer with forward+ architecture, structured-buffer light loop, real-time LOD, and bespoke serialization system. Benchmarked at under 500 MB VRAM, ~5.5% CPU, ~35% GPU rendering on 1,000 high-polygon assets on RTX 4060. Core containers run 100x faster than standard List<T>.
Gameplay & System Engineer at Blaze Entertainment
January 1, 2024 - Present
Sole developer on all core gameplay systems and internal tooling for an unannounced Unity title.
Tools Engineer at Evercade / NDA Projects
January 1, 2024 - Present
Engineered micro code reader for arbitrary-bit parsing and built replacement asset pipelines from scratch — shipped in official Evercade NDA releases including the Banjo-Kazooie project.
Pipeline Engineer at Glover (Evercade)
January 1, 2024 - Present
Built the full asset import/export pipeline bridging Unity, GLTF/GLB, and N64 proprietary formats for a shipped Evercade title.
Technical Artist & Tools Developer at Legacy of Kain / PS1 Projects (Evercade)
January 1, 2024 - Present
Created a high-speed PS1 graphics conversion pipeline with batch automation and fidelity preservation. Wrote HLSL shaders including an optimized PBR pipeline with SH lighting, speculative convolution, and BRDF lookups targeting OpenGL 2.3.
Co-Developer at Custom C++ / OpenGL 3.3 Renderer
January 1, 2024 - Present
Built a PBR renderer with SH9 lighting, speculative convolution, GPU instancing, and a single-pass lighting system optimized for low- and mid-tier hardware.
Unity Consultant at Independent Contractor
January 1, 2018 - December 31, 2023
Consulted across multiple shipped projects on performance-critical systems — physics tuning, rendering bottlenecks, and memory management on constrained mobile and handheld platforms.

Education

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Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment