David Flores
Graphics & Systems Programmer with emphasis on real-time rendering, engine development, and visual technology. Currently focusing on Vulkan-based rendering architecture and advanced GPU-driven features such as volumetric graphics.
C++ | Vulkan | DX11 | HLSL/GLSL | Shader Tools | Performance Optimization
Featured Projects
Vulkan Rendering Engine with Live Shader Tooling
Built from scratch with frames-in-flight synchronization, VMA integration, and a node-based shader editor that compiles to SPIR-V and hot-reloads at runtime.
Real-time volumetric cloud renderer
Implemented a cloud generator using voxel traversal, semi-realistic density/lighting accumulation, and compute shaders to simulate clouds that mimic real shapes, texture, can cast shadows and create god rays.
Custom DX11 Model Viewer
Built an OBJ loader, implemented realtime lighting and normal mapping, and added debug UI to toggle rendering features.
Engine sandbox for math/physics debugging
Created visualizers for raycasts, collisions, transformations, and wireframes to validate engine systems.
A colorful 3D collectathon built in Unreal Engine
Programmed UI systems, save/load functionality, and translation support. Collaborated with artists and designers to ship on Steam.
A chaotic charming Racing game
Race logic programmer in support of action-packed racing game. Developed win-screen logic, a Player ID UI system, mini-map/track display collaborator with designers creating aerial views.