Ozzadar — Game Engine & Graphics Programmer

I build real-time engines and graphics systems — C++, Vulkan, WebGPU, Godot, and Unreal Engine. Co-author of Packt's Unreal Engine 4.X books, with a background spanning cloud/backend development to low-level rendering pipelines.

Game engine & graphics programming, for hire

I take on contract and consulting work across the full stack of real-time engine development — from GPU-level rendering code to the tooling and backend systems that support it.

What I do

  • Graphics & rendering programming — Vulkan, WebGPU, and OpenGL rendering pipelines, shader work, and cross-backend engine porting.
  • Godot engine development — custom plugins, editor tooling, and gameplay systems in GDScript and C++.
  • Unreal Engine development — gameplay programming, tooling, and consulting, drawing on years of published Unreal Engine authorship.
  • Backend & cloud systems — Go and Rust services, Docker-based infrastructure, and the server-side systems that real-time applications and multiplayer games depend on.

Why work with me

  • Published author — co-wrote Unreal Engine 4.X books for Packt Publishing.
  • Currently building a custom C++ engine targeting both Vulkan and WebGPU, so the skills on offer are actively exercised, not stale.
  • Comfortable across the stack: from GPU rendering code down to the cloud infrastructure it ships on.

Get in touch

If your team needs a rendering pipeline debugged, an engine ported across graphics backends, or a custom Godot or Unreal tool built, let's talk.