I'm Julian Gold, a British software engineer based in Cambridge. I have extensive experience leading teams and building GPU-accelerated compute pipelines, visual scripting tools, and large-scale interactive systems across games, VR, and hardware. I enjoy mentoring, refactoring for maintainability, and pushing the boundaries of real-time graphics and tooling. In my spare time I moonlight as a laser and lighting engineer for local bands and compose rock music. I also explore AI in games and enjoy building practical tools for real-time experiences.

Julian Gold

I'm Julian Gold, a British software engineer based in Cambridge. I have extensive experience leading teams and building GPU-accelerated compute pipelines, visual scripting tools, and large-scale interactive systems across games, VR, and hardware. I enjoy mentoring, refactoring for maintainability, and pushing the boundaries of real-time graphics and tooling. In my spare time I moonlight as a laser and lighting engineer for local bands and compose rock music. I also explore AI in games and enjoy building practical tools for real-time experiences.

Available to hire

I’m Julian Gold, a British software engineer based in Cambridge. I have extensive experience leading teams and building GPU-accelerated compute pipelines, visual scripting tools, and large-scale interactive systems across games, VR, and hardware. I enjoy mentoring, refactoring for maintainability, and pushing the boundaries of real-time graphics and tooling.
In my spare time I moonlight as a laser and lighting engineer for local bands and compose rock music. I also explore AI in games and enjoy building practical tools for real-time experiences.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate

Work Experience

Lead software engineer at Pharos Architectural Controls Ltd
September 30, 2025 - October 20, 2025
Leading GPU compute initiatives for large-scale lighting systems. Built C++20/Qt tooling; authored Papyros, an abstract node-based editor for visual scripting, and Rosetta, a runtime interpreter for Papyros graphs. This stack drives an effects engine using GPU compute (OpenCL / Vulkan).
Senior software Engineer at Vivid -Q Ltd
November 30, 2023 - October 20, 2025
Developing technology for real-time holographic display hardware using C++ and CUDA. Mentored junior programmers, improved development practices, and owned architecture issues.
Lead Programmer at Firesprite Ltd
April 30, 2023 - October 20, 2025
Led a team of up to 20 developers on Horizon: Call of the Mountain VR (PS5 / PS VR2). Integrated external teams (notably audio), implemented an auxiliary audio control system, wrote a gameplay analytics system, and drove a significant refactor of machine control systems. Created Unreal importer for Guerrilla’s compound object data format.
Senior software Engineer at Vivid -Q Ltd
October 31, 2020 - October 20, 2025
Developing technology for real-time holographic display hardware using C++ and CUDA. Mentored junior programmers and served as Scrum Master.
Software Engineer at Playfusion Ltd
June 30, 2018 - October 20, 2025
Developing AR applications under Unity for mobile devices.
Senior Software Engineer at PROWLER.io
January 31, 2018 - October 20, 2025
Developing Machine Learning AI for autonomous agents.
Software Engineer at eg technology ltd
June 30, 2017 - October 20, 2025
Test framework for dialysis machine platen; control software for fingerprint analysis device; UI tooling for cross-platform GUIs on embedded devices; various medical device software projects.
Software Engineer at Short Fuze Ltd
February 28, 2011 - October 20, 2025
Moviestorm product development in Java; performance optimisations; shader work; route planning for actors; agile processes; mentorship.
R/D Developer at Antics Ltd
January 31, 2007 - October 20, 2025
R&D for a 3D previsualisation product; C# / WPF for control software of optical/gamma imaging systems.
Research Support Development Engineer at Microsoft Research Ltd
October 31, 2005 - October 20, 2025
AI / ML work applied to video games; projects include Image Sorter, reinforcement learning for Tao Feng, Glyph Wheel, Infer.NET, TrueSkill; Xbox visualization work.
Senior Software Engineer at Six By Nine Ltd
January 31, 2003 - October 20, 2025
Contributed to projects including Disney Mickey Mouse & Winnie the Pooh Kindergarten; LMA Manager 2002 for Sony PlayStation 2.
Senior Programmer at Sega Europe
August 31, 2001 - October 20, 2025
Lead programmer on PS2 titles and architecture maintenance; contributed to vehicle simulation testbeds and related tooling.
Senior Software Engineer at Pepper’s Ghost Productions
August 31, 1997 - October 20, 2025
Software engineering work prior to role at Sega; diverse development tasks in multimedia productions.
Lead Programmer at Sega Europe
January 31, 1996 - October 20, 2025
Lead programmer responsibilities within Sega Europe’s development teams.
Software Engineer at Argonaut Software
December 31, 1995 - October 20, 2025
Image processing acceleration; research into video compression; 3D map editor; UI & game architecture for Hot Ice on Windows 95.
Software Developer at The Royal Greenwich Observatory
March 31, 1993 - October 20, 2025
Development and maintenance of astronomical image processing and analysis software.

Education

BSc Hons in Astronomy at University of Glasgow
January 1, 1983 - January 1, 1987
MPhil in Numerical Analysis at University of Bath
January 1, 1987 - January 1, 1990
Sun UNIX system administration & X-Windows programming at Sun Microsystems
January 1, 1992 - December 31, 1992

Qualifications

Add your qualifications or awards here.

Industry Experience

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