I'm Michael Ross, a Systems Engineer specializing in platform, infrastructure, and graphics with deep expertise in low-level runtime development, GPU programming, and cross-language interoperability. I’m comfortable operating at any layer of the stack, from mixed-volatile embedded hardware and kernel-adjacent diagnostics to bindless Vulkan renderers and unsafe C# runtimes. I have a strong track record shipping production systems under constraint, diagnosing deeply embedded bugs without tooling access, and building infrastructure others rely on without notice. I’m seeking senior roles in the NYC/NJ/Philadelphia metro areas focused on systems, platform, or GPU infrastructure.

I'm Michael Ross, a Systems Engineer specializing in platform, infrastructure, and graphics with deep expertise in low-level runtime development, GPU programming, and cross-language interoperability. I’m comfortable operating at any layer of the stack, from mixed-volatile embedded hardware and kernel-adjacent diagnostics to bindless Vulkan renderers and unsafe C# runtimes. I have a strong track record shipping production systems under constraint, diagnosing deeply embedded bugs without tooling access, and building infrastructure others rely on without notice. I’m seeking senior roles in the NYC/NJ/Philadelphia metro areas focused on systems, platform, or GPU infrastructure.

Available to hire

I’m Michael Ross, a Systems Engineer specializing in platform, infrastructure, and graphics with deep expertise in low-level runtime development, GPU programming, and cross-language interoperability. I’m comfortable operating at any layer of the stack, from mixed-volatile embedded hardware and kernel-adjacent diagnostics to bindless Vulkan renderers and unsafe C# runtimes.

I have a strong track record shipping production systems under constraint, diagnosing deeply embedded bugs without tooling access, and building infrastructure others rely on without notice. I’m seeking senior roles in the NYC/NJ/Philadelphia metro areas focused on systems, platform, or GPU infrastructure.

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Skills

Experience Level

Expert
Expert
Expert
Expert
Expert

Language

English
Fluent
Amharic
Fluent
Bashkir
Advanced

Work Experience

Software Engineer at Independent Technologies Inc.
June 1, 2022 - July 1, 2023
Spearheaded a full rewrite of a medical imaging application from C++ to C#, fulfilling a multi-million dollar contract. Diagnosed and resolved critical SDK memory leaks across C, C++, and C# without kernel access by tracing root causes through cross-language call chains. Automated C# API generation from 120K+ lines of C++ headers, eliminating a major bottleneck and ensuring long-term maintainability. Redesigned a DirectX 3D rendering engine to improve performance and stability. Developed advanced SDK features including asynchronous scrolling capture and task-based animation systems.
3D Platform Developer at Caterpillar Inc.
October 1, 2023 - March 1, 2024
Designed a Unity-based asset streaming system capable of downloading and dynamically managing 23.8 million objects with near-instant load times via a custom real-time asset database. Built a universal VR input abstraction layer with procedural hand animation, reducing platform-specific development overhead across hardware targets. Designed and implemented automated asset deployment pipelines and a desktop project management interface, significantly improving team throughput. Integrated web API for asset bundles and automated performance workflows enabling continuous delivery of large binary assets.
Technical Director at Grumpy Crumpet
March 1, 2023 - October 1, 2023
Shipped Grandmа's Footsteps on Steam (78% positive) and Google Play. Implemented multi-layer backend, Postgres SQL in infrastructure migration, and automated ops across time zones.
Founder & Systems Engineer at Neo Raven LLC
March 1, 2024 - Present
Independent R&D focusing on low-level engineering architecture, embedded systems, and GPU runtime in infrastructure. Led Raven Together, a commercial pixel art pipeline tool with real-time tile reference propagation, palette-driven sprite sheet export, and cross-engine JSON output. Maintained live documentation site and published outputs on public platforms.
Software Engineer at Lead Technologies Inc.
June 1, 2022 - July 31, 2023
Spearheaded a full C++ to C# rewrite of a medical imaging application, fulfilling a multi-million dollar contract on a compressed timeline. Diagnosed and resolved critical SDK memory leaks across C, C++, and C# through cross-language call chains without kernel access; isolating root causes. Automated C# API generation from 120K+ lines of C++ headers, eliminating a major recurring bottleneck and sustaining long-term maintainability. Redesigned a DirectX 3D rendering engine, improving rendering performance and stability. Developed advanced SDK features including asynchronous scrolling capture and task-based animation systems.
Founder & Systems Engineer at Neon Raven LLC
March 1, 2024 - Present
Independent R&D focusing on low-level engineering architecture, embedded systems, and GPU runtime in infrastructure. Shipped Raven Together, a commercial pixel art pipeline tool with real-time tile reference propagation, palette-driven sprite sheet export, and cross-engine JSON output. Maintained a live documentation site (digiverse.life) and sold on Itch.io and Ko-fi. Demonstrated a VR title at Austin Tech Week; viral reach with 1.5M+ views.

Education

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Qualifications

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Industry Experience

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