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Jon Moore
Greater Los Angeles Area - JonManatee@gmail.com

Principal Rendering Engineer with 15+ years of experience in AAA and indie game development, including contributions to 20 shipped video games. Extensive experience with working on a broad range of engines and platforms, shipping 60+ FPS frame rates on console, and collaborating with art teams to make great content.


Professional Experience

Iron Galaxy Studios
Principal Rendering Engineer
April 2023 - Present
• Lead rendering team on Tony Hawk’s Pro Skater: 3+4, developed novel optimizations targeting lighting passes by utilizing tile classification strategies to save 0.84 ms on Xbox One, guided team’s overall optimization efforts to ship simultaneously across 10+ console SKUs.
• Lead rendering team on Rumbleverse, a large-scale multiplayer title with high player counts, open-world streaming, and extensive character customization. Defined rendering strategy and implemented prototypes for lighting, streaming, and building of the environment and characters. Established rendering best practices adopted across art and engineering teams.
• Identified and developed optimizations across many engine systems for Rumbleverse, including a 40x improvement to distance field atlas update costs on the CPU, a conversion of  GPU distance field updates to async compute to reduce frame spikes, and a 1.5 ms speedup to CPU rendering costs for decals with multi-threading improvements.

Graphics Programmer
May 2012 - April 2023
• Implemented key rendering features for Killer Instinct (Seasons 2+3), including motion blur, ambient occlusion, volumetric scattering, and clustered light culling. Improved GPU performance to ship an increase to the game’s resolution from 720p to 900p on Xbox One. Collaborated with VFX artists to develop a new look for the game’s signature shadow moves.
• Directed rendering efforts on port of Borderlands 2 to Playstation Vita. Reworked materials, lighting, terrain, and post-processing to best utilize the PowerVR GPU.
• Founded and led a long-running graphics discussion group, covering papers and presentations in real-time rendering twice a month since 2016.

Programming Intern
May 2011 - May 2012
• Ported the renderer for Ms. Splosion Man from Xbox 360 to iOS.

Games for Entertainment and Learning Lab
Game Programmer
September 2008 - May 2012
• Contributed to multiple serious games research projects in the Unity3D game engine.


Talks & Publications

Kickflipping Without Bailing on Frame Rate: Graphics Optimization in 'Tony Hawk's Pro Skater 3+4', GDC 2026
• Grappling with Performance: Rendering Optimization Strategies in Rumbleverse, GDC 2023
• Enter the Rumbleverse: What Goes Into a Good Battle Royale?, Unrealfest 2022


Education

Michigan State University, East Lansing MI
May 2012
Bachelor of Science, Computer Science
Bachelor of Arts, Media Arts and Technology


Skills

C++ programming, HLSL/GLSL shader authoring, Unreal Engine 4+5, rendering analysis with PIX, Razor, and RenderDoc, low-level console GPU optimization, multi-threaded CPU optimization