Scott Johnson
jaywir3@gmail.com
https://www.jwir3.com
https://www.github.com/jwir3
https://www.linkedin.com/in/jwir3
+1
701 741-9338
Summary
Highly accomplished Principal Graphics Engineer with over 15 years of
experience specializing in designing, building, and optimizing
performance-critical, real-time rendering systems for high-fidelity
interactive experiences. Proven expert in low-level graphics
architecture, driving extreme CPU/GPU optimization, and developing
advanced 3D graphics and modeling algorithms. Passionate about crafting
ground-breaking AAA quality animations that deliver impactful narrative
and foster emotional connections, with a strong focus on C++
engineering, 3D math, and collaborative problem-solving.
Core Competencies
- Animation & Narrative Realization: Architecting
and implementing AAA quality gameplay and AI animations, Seamless
narrative integration into gameplay, Enhancing emotional impact through
animation, Cinematic & Narrative Presentation tools & workflows,
Maximizing character asset potential
- Engine Development: Real-Time Rendering Pipelines,
GPU-Driven Rendering, Low-Level Graphics APIs (Vulkan, OpenGL, WebGL,
DirectX), 3D Math & Graphics Algorithms (Bézier Curves/NURBS
familiarity), Shepherding animation from DCC to final pixels
- Languages & Core Skills: C++14/17 (production
quality), Rust, Python, GoLang, TypeScript, JavaScript/Node.js, GLSL
(Familiarity with HLSL/PSSL), Strong Math Skills
- System Design & Optimization: Data Structures
& Algorithms, Performance Optimization, Scalability, Owning features
and systems, Analyzing technical tradeoffs
- Leadership & Collaboration: Technical
Mentorship, Agile Methodologies, End-to-End Project Ownership,
International & Distributed Team Collaboration, Breaking down
features & building plans, Communicating technical details to
diverse audiences, Leading by example, collaboration, and
mentorship.
Work Experience
Remote
Capture
Software Engineer at Chromatic
Mar 2023 - Present
- Architected and developed distributed, fault-tolerant backend
services within a large-scale Service-Oriented Architecture (SOA),
applying principles of scalability and performance critical for
real-time systems.
- Maintained and improved capture infrastructure using Docker, Heroku,
and AWS, with RabbitMQ for queuing/message-passing.
- Applied browser and rendering expertise to improve image
differencing algorithms, increasing accuracy and reliability.
Founder/CEO at FoamFactory
Jan 2021 - Mar 2023
- Led the full-stack development and architectural design of a SaaS
platform, demonstrating versatile backend engineering capabilities and
foundational architectural design.
- Architected a scalable, high-availability microservice backend
leveraging Rust.
Principal
Engineer at Medal
Dec 2019 - Jan 2021
- Contributed to core architecture and performance enhancements for a
large-scale gaming social platform, ensuring optimal user experience for
millions of players.
- Engineered a secure, high-performance, hardware-accelerated video
capture system, demonstrating expertise in low-level system optimization
and direct impact on a large user base within the gaming community.
- Collaborated daily with cross-functional, globally
distributed engineering teams to enhance software architecture
and integrate third-party services, boosting system efficiency and
performance.
- Mentored other engineers on the team, supporting the continuous
improvement of the engineering organization.
Lead
Graphics Engineer at InVision
App Dec 2016 - Dec 2019
- Led the architecture and development of a high-performance,
real-time rendering platform, demonstrating expertise in low-level GPU
optimization and leading cross-functional teams in complex system
design.
- Utilized WebGL, haXe, and Typescript for efficient
GPU-based rendering of complex vector graphics.
- Designed and implemented a highly optimized, GPU-based rendering
system for complex vector graphics, directly programming shaders in
GLSL to achieve peak visual quality and frame rates,
addressing demanding performance and memory constraints.
- Prototyped WebAssembly-based rendering engines, exploring
Rust and Skia for future improvements.
Minneapolis, MN
Mobile
Engineering Lead at When I Work
Sep 2014 - Dec 2016
- Led team to innovate Android app solutions, enhancing user
engagement and satisfaction.
- Led a team of 3 developers in an Agile environment, improving
project delivery times and application quality through rigorous code
reviews, CI/CD, and mentorship.
Edina, MN
Android
Engineering Lead at Jingit Nov 2013 - Sep 2014
- Led cross-functional teams in developing an Android app for retail
rewards, enhancing app features, as well as driving substantial
engagement and user satisfaction.
- Boosted team productivity by 10% weekly through agile processes and
coding standards.
Remote
- Engineered and maintained performance-critical, low-level rendering
systems within the Gecko engine using C++, optimizing
core components for a platform supporting hundreds of millions of users,
directly addressing CPU/GPU efficiency and adherence to detailed
technical specifications.
- Significantly optimized rendering pipelines for high-performance
web-based gaming applications, leveraging WebGL and
DirectX to achieve extreme performance gains and cross-platform
stability, demonstrating ability to ‘wring the last drop of performance
out of any CPU or GPU’.
- Architected and implemented core rendering systems compliant with
W3C standards, focusing on stability, extensibility, and cross-platform
performance.
- Developed complex C++ rendering features, with an
acute focus on low-level performance optimization and adherence to
stringent technical specifications, contributing to a robust graphics
architecture.
- Contributed to W3C specs such as CSSOM and WebGL,
driving standards in web technologies.
Education
University of Minnesota
Master of Science,
Computer Science 2006-2009
From 2006-2009, was in a PhD program in Computer Science with
research focuses in computational geometry and photorealistic rendering
in computer graphics. Earned a Master of Science degree in 2009,
graduated summa cum laude.
University of North Dakota
Bachelor of
Science in Computer Science 2001-2006
Completed a Bachelor’s degree in Computer Science with focused study
in software engineering and computer graphics. Graduated summa cum
laude.
Bachelor of Science
2001-2006
Completed a separate Bachelor’s degree in Mathematics with focused
study in statistical theory, number theory, and combinatorics. Graduated
summa cum laude.
Awards and Recognitions
- Top Secret Clearance (Currently Inactive); United States
Department of Defense,
2009-2011
- Google Summer of Code Mentor; Crystal Space 3D SDK,
Summer 2008, Summer 2009
- Google Summer of Code Grant Recipient; Crystal Space 3D
SDK,
Summer 2007
- Inducted Lifetime Member, Phi Beta Kappa, Honor Society in
Liberal Scholorship,
2006
- Inducted Lifetime Member, Upsilon Pi Epsilon, Computer
Science Honor Society,
2004
Skills
- Languages: C++14/17, Rust, Java, Python, Ruby, Go,
Javascript/TypeScript
- Graphics APIs: OpenGL, WebGL, DirectX, Vulkan,
CUDA, Shader Languages (GLSL, Familiar with HLSL/PSSL)
- Game Engine Concepts: Experience transferable to
Unreal Engine concepts (e.g., state machines, blend spaces, animation
graphs due to extensive graphics engine work)
- Math: Strong 3D Math Skills, Computational
Geometry
- Frameworks & Libraries: Ruby on Rails, React,
Node.js, WebSockets, Electron
- Databases: PostgreSQL, MySQL, Redis, Microsoft SQL
Server, Hibernate
- Cloud & DevOps: RabbitMQ, AWS, Docker,
Terraform, CircleCI, Jenkins, Github Actions
- Platforms & Systems: Linux, Mac OS/X,
Windows