I’m a software engineer with over a decade of hands-on experience building low-level, high-performance multimedia software in C++ and related technologies. I’ve contributed to a shipped title that surpassed 100,000 copies in its first month and have spent several years delivering AR/VR and cloud-based desktop experiences across startups and large tech companies. I’m driven by curiosity, fast iteration, and a continual pursuit of better rendering techniques and tooling. I thrive on large, complex codebases and cross-functional collaboration, routinely turning prototypes into robust features with solid test coverage. I enjoy optimizing pipelines, experimenting with new graphics tech, and shaping developer experiences to help teams move faster and ship confidently.

Kyle Tenan

I’m a software engineer with over a decade of hands-on experience building low-level, high-performance multimedia software in C++ and related technologies. I’ve contributed to a shipped title that surpassed 100,000 copies in its first month and have spent several years delivering AR/VR and cloud-based desktop experiences across startups and large tech companies. I’m driven by curiosity, fast iteration, and a continual pursuit of better rendering techniques and tooling. I thrive on large, complex codebases and cross-functional collaboration, routinely turning prototypes into robust features with solid test coverage. I enjoy optimizing pipelines, experimenting with new graphics tech, and shaping developer experiences to help teams move faster and ship confidently.

Available to hire

I’m a software engineer with over a decade of hands-on experience building low-level, high-performance multimedia software in C++ and related technologies. I’ve contributed to a shipped title that surpassed 100,000 copies in its first month and have spent several years delivering AR/VR and cloud-based desktop experiences across startups and large tech companies. I’m driven by curiosity, fast iteration, and a continual pursuit of better rendering techniques and tooling.

I thrive on large, complex codebases and cross-functional collaboration, routinely turning prototypes into robust features with solid test coverage. I enjoy optimizing pipelines, experimenting with new graphics tech, and shaping developer experiences to help teams move faster and ship confidently.

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Experience Level

Expert
Expert
Intermediate
Intermediate
Intermediate

Language

English
Fluent

Work Experience

Software Engineer III at Spectraforce
February 26, 2024 - Present
Contract with Meta Reality Labs. Implemented a GPU RGB→YUV transcoder using Vulkan/GLSL to accelerate the uncompressed graphics pipeline by 2–3 orders of magnitude. Identified and debugged random crashes on AR hardware graphics compositor, reducing fatal system error rate ahead of critical demos. Built and maintained end-to-end tests for prototype AR device constellation using a simulator on VR hardware, catching regressions before landing. Implemented a framebuffer dumping mechanism for next-gen AR hardware simulators via Vulkan, enabling dozens of end-to-end tests and catching bugs across teams.
Software Development Engineer II at Amazon Workspaces
May 14, 2022 - October 21, 2025
Built a native Windows test bench for a proprietary multimedia networking protocol, identifying several performance issues. Integrated real-time performance telemetry into production remote-desktop deployments to pinpoint root causes of audio networking bugs. Collaborated with DCV protocol team to enable Xbox 360 & PlayStation 4 gamepad support in remote desktop deployments. Updated a newer protocol client with Rust to improve logging (rolling logs), enhancing developer and customer experiences. Used AWS CloudWatch during on-call rotations to triage customer-facing protocol issues.
Software Developer at Magic Leap
April 12, 2020 - October 21, 2025
Enhanced Unreal Engine's AR stack with features such as 3D widget picking through transparent widgets. Implemented environment mesh pass-through in the Render Hardware Interface (RHI) pipeline to enable visual debugging of mesh data from the ML1 device, significantly improving developer and customer experiences.
Video Game Developer / Co-Founder at Nuke Nine Inc.
January 1, 2020 - October 21, 2025
Co-founded and coded Vagante, a cross-platform title that sold over 100,000 copies in its first month. Built the game and engine from scratch in C++ using SFML, accelerating porting and reducing costs. Optimized OpenGL-like graphics pipelines to run on lower-end hardware, expanding audience reach. Shaped gameplay with artists on enemy/boss/NPC behavior and player abilities, and developed real-time pathfinding. Implemented online multiplayer for all actor interactions. Created in-house tools (palette editor, animation editor) and developed procedural level generation for multiple biomes. Participated in marketing at trade shows to boost visibility and funding.
Software Developer at Millennium Enterprise Corporation
January 1, 2014 - October 21, 2025
Collaborated with graphic designers to build e-learning packages (JavaScript, jQuery, and Apache Cordova/PhoneGap) for USAID asset acquisition training. Built and deployed a full-stack learning management system to track training progress. Modernized a legacy online chemical tracking database (DotNetNuke/DNN and Visual Basic), fixing bugs and drastically improving user experience.

Education

Bachelor of Science at George Mason University
January 1, 2009 - January 1, 2014

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Professional Services

Experience Level

Expert
Expert
Intermediate
Intermediate
Intermediate