Available for Contracts

Ray
Tran

Senior Principal Engineer & Technical Leader. 25+ years shipping AAA games and cutting-edge graphics at NVIDIA, Epic Games, Rockstar North, Snap, and more.

Unreal Engine GPU / WebGL C++ / TypeScript Mobile Platforms Tech Leadership SIGGRAPH Author
25+
Years in Games
16
Shipped Titles
2
SIGGRAPH / ShaderX7
6+
AAA Studios

Rendering the future,
one pixel at a time.

I'm a Senior Principal Engineer and Technical Director with a career spanning AAA games, real-time graphics research, and cutting-edge platform development. From Grand Theft Auto IV at Rockstar North to MetaHumans at Epic Games, I've spent over two decades pushing the limits of interactive graphics.

As Director of Technology at Spliced Inc. (2022–2026), I architected graphics and engine systems across mobile, PC, and console platforms using Unreal Engine. Before that I held principal and lead roles at NVIDIA Omniverse, Epic Games, Snap, and Rocksteady Studios.

I'm now available for senior contract and fractional CTO engagements — whether you need deep graphics expertise, Unreal/WebGL architecture, mobile optimisation, or technical leadership.

↗ Full game credits on MobyGames
SIGGRAPH
Moving Mobile Graphics Course — Making EVE: Gunjack
2016
ShaderX7 — Advanced Rendering Techniques
Facetted Shadow Mapping for Large Dynamic Game Environments
2009

What I bring to your project.

Real-Time Graphics & GPU
Deep expertise in shader development, GPU optimisation, advanced rendering pipelines, and graphics system architecture across Unreal Engine, WebGL, and custom engines.
HLSL/GLSLUE5WebGLShadow Maps
📱
Mobile Platform Engineering
Performance-first mobile graphics from Gunjack on Gear VR to iOS/Android optimisations. Intimate knowledge of mobile GPU architectures, TBDR rendering, and bandwidth bottlenecks.
iOSAndroidTBDRVulkanMetal
🌐
Web & Real-Time 3D
Full-stack web development focused on real-time 3D — WebGL shader demos, Three.js experiences, TypeScript applications, and on-device AI inference.
TypeScriptThree.jsWebGPUNode.js
🔧
Engine Architecture
Hands-on architecting of large-scale engine systems at Spliced and Rocksteady — multi-user online systems, rendering pipelines, tools, and live ops infrastructure.
C++Unreal EngineNetworking
🧠
AI & Machine Learning
Applied ML engineering including on-device LLM integration, knowledge distillation pipelines, fine-tuning with QLoRA/Axolotl, and edge inference optimisation.
WebLLMTransformers.jsQLoRA
🎯
Technical Leadership
Technical Director experience managing cross-disciplinary engineering teams. Full project lifecycle ownership, roadmap planning, and fractional CTO engagements.
Team ManagementArchitectureFractional CTO

16 shipped titles.

From Dreamcast and Tomb Raider in 1999 to Suicide Squad and Tomb Raider Remastered in 2024/25 — a career's worth of shipping real products at the highest level.

↗ View all credits on MobyGames

25 years of shipping.

2022 — 2026
Director of Technology
Spliced Inc.
Overseeing all Graphics and Engine development using Unreal Engine across mobile, PC, and console platforms. Hands-on architecture of key client and multi-user online systems.
2017 — 2022
Principal / Lead Engineer Roles
Epic Games · NVIDIA · Snap Inc. · Rocksteady Studios
High-fidelity rendering of MetaHumans at Epic. Principal Engineer on NVIDIA Omniverse. 3D web and mobile development at Snap Games. Graphics Technical Lead on Suicide Squad: Kill the Justice League.
2012 — 2016
Studio Technical Director
CCP Games China
Managing all engineers and technical development at the studio — graphics, engine, tools, multiplayer networking, online and live ops. Led EVE: Gunjack, a top-selling cross-platform VR title with a SIGGRAPH paper.
2010 — 2012
Lead Engineer Roles
Ubisoft · 2K Games
Lead engineering roles shipping AAA titles at two of the largest publishers in the industry.
2005 — 2010
Senior Graphics Engineer
Rockstar North
Senior graphics engineering on Grand Theft Auto IV — one of the most technically ambitious open-world games ever shipped, pushing PS3 and Xbox 360 to their limits.
1998 — 2005
Software Engineer
Sega Europe · Core Design
Early career on Dreamcast titles at Sega Europe and the Tomb Raider series at Core Design. Where it all started.

Real-time experiments.

WebGL · PBR Materials
Advanced Vehicle Rendering
High-fidelity vehicle rendering with clear coat and GGX specular implemented in PlayCanvas. Physically-based shading for automotive-quality real-time visuals on the web.
WebGL · GPU Extensions
EXT_shader_framebuffer_fetch Demo
Demo of 3 rendering cases that benefit from the proposed EXT_shader_framebuffer_fetch WebGL extension — tailored for tile-based mobile GPU architectures.
WebGL · Render-to-Texture
Dynamic Damage Material System
Real-time damage material using render-to-texture in UV space, built with PlayCanvas. Dynamic, resolution-independent damage accumulation on 3D characters.

GitHub.

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Let's build something.

Available for senior contract engagements, fractional CTO roles, and consulting. If you're building something that needs deep graphics expertise, Unreal/WebGL architecture, or technical leadership — let's talk.