I'm a highly self-motivated individual who loves learning challenging topics in game and engine development. I thrive on low-level programming and building things from scratch. I enjoy turning ideas into playable prototypes and expanding my toolkit across graphics, rendering, and gameplay systems. Projects like Jason's Room demonstrate my ability to design, implement, and iterate on features from the ground up while learning new technologies.

Junjie Mao

I'm a highly self-motivated individual who loves learning challenging topics in game and engine development. I thrive on low-level programming and building things from scratch. I enjoy turning ideas into playable prototypes and expanding my toolkit across graphics, rendering, and gameplay systems. Projects like Jason's Room demonstrate my ability to design, implement, and iterate on features from the ground up while learning new technologies.

Available to hire

I’m a highly self-motivated individual who loves learning challenging topics in game and engine development. I thrive on low-level programming and building things from scratch.

I enjoy turning ideas into playable prototypes and expanding my toolkit across graphics, rendering, and gameplay systems. Projects like Jason’s Room demonstrate my ability to design, implement, and iterate on features from the ground up while learning new technologies.

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Experience Level

Expert
Expert
Expert

Work Experience

Open Source Contributor at Ray Gui
December 1, 2025 - Present
Contributor for Ray Gui, an open source immediate mode GUI library. Created a pull request that merged into the master branch. Completed a code review in open source software.
Software Engineer at CinLearn
September 1, 2021 - June 1, 2022
Backend development using C# with .NET. Programmed on several website login widgets and systems. Designed several website layouts.
Graphics Programmer at Independent / Personal Project
October 1, 2025 - Present
Vulkan Renderer, graphics programmer. Program and design render architecture, render systems, window and input systems using GLFW, perspective pitch/yaw camera systems, and UI systems using Dear ImGui. Implemented synchronization between CPU and GPU threads. Multi-model/instance rendering, texture mapping and fog effects using GLSL shaders, texture sampler and depth buffers.

Education

Bachelor of Math (Honours, Computer Science) with Joint Honours in Combinatorics and Optimization at University of Waterloo
September 1, 2020 - September 1, 2024

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment