Engineering scalable pipelines and workflows

Designing and shipping scalable solutions to specialized problems across the software engineering discipline.

Film Lighting & Pipeline Tooling Game Engine Systems General Software Design & Solution Engineering

Experience

A progression from direct shot & asset support to system design, engine modernization, and platform‑level performance + workflow instrumentation.

DreamWorks Animation

Software Engineer · Pipeline & Lighting Tooling
Scope Houdini ecosystem extensions, OpenUSD workflows, surfacing & lighting automation.
Leverage Prior Lighting TD context to target friction in shot iteration & look development.
Stability Introduced new CI/CD systems to improve artist workflows.
Latency Iteration speed-ups via cached procedural layers & dependency pruning.
Adoption Internal OpenUSD initiatives (pipeline, hdMoonray integration, systems improvements).
USD Houdini Python C++

Blizzard Entertainment

Graphics Programmer Intern · Engine, Simulation
Focus Compute shader particle / geometry emission systems for live service MMO.
Constraint Deliver fidelity while honoring long tail of legacy hardware.
Pipeline Mesh emission + animation path enabling surface aware VFX.
Features Force/Noise modules & shape emitters integrated in tooling UI.
Profiling Iterative GPU capture & perf instrumentation to bound frame cost.
DirectX 11/12 HLSL Compute Modern C++ Particles Optimization

Twitch Interactive

Android Graphics Engineer Intern
Goal Introduce real‑time, low‑overhead overlay rendering to creator toolchain.
Result Increased active stream session persistence (internal KPI).
Rendering OpenGL ES compositor + GLSL effect stages.
Architecture Reactive data flow (RxJava) integrated with MVP boundaries.
Quality CI sustainment through JUnit5 & Mockito coverage.
Kotlin OpenGL ES GLSL Creator Tools Mobile Perf
Intel Corporation – Pre‑Silicon Validation Engineer Intern

Intel Corporation

Pre‑Silicon Validation Engineer
Objective Increase early detection of configuration regressions in simulated SoC.
Method Deterministic Simics scenarios + automated C/Python harnesses.
Coverage Firmware initialization & microcode interaction pathways.
Automation Bash scripts shortening repetitive validation loops.
C Python Simics Validation Architecture
University of Kentucky – Machine Learning Research Assistant

University of Kentucky

Machine Learning Research Assistant · Mar 2020 – Oct 2022
Publications 2 peer‑reviewed papers on GPU‑accelerated biomedical imaging; conference presentations.
Enablement Trained researchers on optimized visualization workflows for biomedical datasets.
Acceleration CUDA / shader pipelines reduced imaging preprocessing latency.
Workflow Standardized data prep & visualization scripts adopted across lab.
Python CUDA PyTorch Imaging GPU
University of Kentucky – Junior Systems Automation Engineer

University of Kentucky

Junior Systems Automation Engineer · May 2019 – Aug 2020
Scope Department software deployment & internal application process automation.
Shift Transitioned from ad‑hoc servers to reproducible containerized delivery.
Automation Streamlined faculty/staff job application processing scripts.
Containerization Re‑packaged legacy services into Docker images for portability.
Portal Maintained faculty data portal (JavaScript / PHP) with iterative enhancements.
Python Bash Docker JavaScript DevOps

Production Credits

Representative production involvement across feature animation, large‑scale game engine development, and mobile platform client engineering.

DreamWorks Animation (Feature Film)

The Bad Guys 2 promotional artwork

The Bad Guys 2

Tools / Lighting, LookDev, FX
The Wild Robot promotional artwork

The Wild Robot

Pipeline / Lighting, Tools / Lighting, LookDev
Trolls 3 (Band Together) poster

Trolls 3

Pipeline / Lighting
Dog Man film promotional image

Dog Man

Tools / Lighting, LookDev
Kung Fu Panda 4 poster

Kung Fu Panda 4

Pipeline / Lighting

Blizzard Entertainment (Game Engine)

World of Warcraft Dragonflight key art

World of Warcraft

Engine / Graphics

Twitch Interactive (Mobile Platform)

Twitch Android client branding

Twitch Android App

Mobile Creator Tools

Core Engineering Strengths

I build graphics and content tooling systems that stay performant, observable, and easy for artists & engineers to evolve. Below is a concise view of the durable skill surface I apply across roles.

Rendering & GPU

Real‑time / offline shading & compute features with explicit performance envelopes and profiling hooks.

  • PBR & lighting integration
  • Particles / instancing paths
  • Shader authoring & review
  • GPU capture analysis

Procedural & Data Tooling

USD / node graph workflows exposing intent early; non‑destructive layering & dependency reduction.

  • Layering & variant policy
  • Dependency pruning & cache use
  • Publish validation surfaces
  • Contextual UI affordances

Performance & Reliability

Measurement culture: budgets, instrumentation, regression nets, staged hardening before scale.

  • Frame & task instrumentation
  • Resource / memory budgeting
  • Deterministic test scenes
  • Guardrails & activation flags

Iteration & Delivery

Ambiguity → actionable slices; feedback surfaced early to keep users in the loop.

  • RFC & scope framing
  • Vertical slice prototyping
  • Integration & rollout gates
  • Adoption + impact follow‑through

Collaboration & Enablement

Translate between engine, tooling, and artist mental models; reduce opaque complexity.

  • Cross‑discipline alignment
  • Lightweight documentation
  • On‑ramp & training material
  • Healthy review culture

Technical Judgment

Bias for solutions that are testable, explainable, reversible; explicit trade‑off framing.

  • Trade‑off articulation
  • Latency vs fidelity balance
  • Risk surfaced early
  • Maintenance cost awareness

Selected Project Media

Visual slices from independent engines, simulation experiments, and rendering studies.

Contact / Connect

For collaboration or technical discussion related to rendering, engine systems, or tooling—feel free to reach out.

Direct

Email

brennengreen@outlook.com

Typical response < 48h.

Profiles

External

GitHub
LinkedIn

Additional technical write‑ups live in the project archive.

Archive

Legacy / Extended

Older write‑ups, exploratory prototypes, and incremental engine dev logs are retained in the archive section for historical context.

Continuously pruned for clarity & relevance.