Building the tools behind the things you love

Platform engineer and graphics programmer who's shipped tools and systems across DreamWorks, Blizzard, and XBOX - spanning film lighting pipelines, AAA engine graphics, and platform developer tooling. Most at home in rendering, engine, and developer-tools work.

Platform Developer tools & partner workflows Film Lighting & rendering pipelines Game Engine systems & GPU compute
01 - Experience

Experience

From hands-on rendering and pipeline work to platform-level systems design and partner engineering - each role built on the last.

Microsoft - XBOX

Developer Relations
Scope Owning partner technical strategy for the development and live service of major AAA games on XBOX, including multiple shipped titles.
Platform Designing partner platform solutions across the company - Azure, DirectX 12, PlayFab, the GDK, and third-party engines like Unreal Engine 5 - built around each studio's needs.
Hands-on Built the official XBOX GDK + PlayFab port of Godot (C++, DirectX 12, GDScript) plus public samples covering ~85% of the XBOX SDK surface for the community.
Systems Secure production workflow automation and agentic AI systems with C#, TypeScript, Azure, Dynamics, and MS Graph.
Tooling A novel Adversarial Documentation Testing CI/CD workflow for continuous documentation improvement.
Support Debugging partner hardware and software issues with Fiddler, Sentry, and proprietary network tooling.

DreamWorks Animation

Lighting and LookDev Tools
Scope Houdini ecosystem extensions, OpenUSD workflows, surfacing & lighting automation.
Leverage Prior Lighting TD experience to target real friction points in shot iteration and look development.
Stability Built 30+ Python pipeline tools and services with CI/CD across production systems, reducing tool failures and improving artist confidence.
Latency Refactored the USD Asset Resolver into a multithreaded C++/ZeroMQ client-server architecture, cutting path-resolution and scene-composition latency 30%+ studio-wide.
Adoption Drove internal OpenUSD initiatives - pipeline integration, hdMoonray, and systems improvements.

Blizzard Entertainment

World of Warcraft Engine
Focus GPU-driven particle system for World of Warcraft - compute shaders, mesh emission, and VFX tooling.
Constraint Performance targets across a wide hardware range, including legacy GPU support.
Pipeline Built mesh emission features enabling richer VFX artist workflows.
Features Force fields, noise functions, and shape emitters for the compute particle system.
Profiling GPU profiling and frame budget optimization using RenderDoc and internal tools.

Twitch Interactive

Android Mobile Gaming
Goal Build a performant overlay rendering system for the Twitch Android creator tools.
Result Improved stream overlay performance on mobile, directly supporting creator workflows.
Rendering OpenGL ES overlay pipeline optimized for low-end Android devices.
Architecture RxJava reactive data flows with careful lifecycle and memory management.
Quality Comprehensive JUnit and integration test coverage for the rendering layer.
Intel Corporation - Firmware Security

Intel Corporation

Firmware Security
Objective Increase early detection of configuration regressions in simulated SoC.
Method Large-scale simulation of firmware configs on FPGA + automated C/Python harnesses.
Coverage Firmware initialization & microcode interaction pathways.
Automation Bash scripts shortening repetitive validation loops.
University of Kentucky - Computer Vision

University of Kentucky

Computer Vision
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.
University of Kentucky - Cloud Infrastructure

University of Kentucky

Cloud Infrastructure
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.
02 - Credits

Production Credits

Feature films and game-engine work I contributed to directly, plus AAA live-service titles I support as an XBOX platform partner - sustaining their live service and building platform solutions around their needs across the company.

Microsoft - XBOX (Platform Partner)

XBOX platform branding

XBOX Platform

Developer Relations / TAM
Introducing the XBOX Godot Sample - official announcement art

Godot for XBOX

GDK / PlayFab Integration
Marathon by Bungie key art

Marathon

Platform Partner
Helldivers 2 key art

Helldivers 2

Platform Partner
Destiny 2 key art

Destiny 2

Platform Partner

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
Forgotten Island promotional artwork

Forgotten Island

Tools / Lighting, LookDev
Shrek 5 teaser poster

Shrek 5

Tools / 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
03 - Portfolio

Selected Project Media

A curated wall of the visuals I care about most - real frames from the DreamWorks features I helped light, shown next to the engines, renderers, and simulations I build on my own time.

The Wild Robot - Roz the robot beside a fox in a misty forest. Scene still © DreamWorks Animation / Universal Pictures. Hover to play the painterly look-dev tool I helped build.
Feature Film · DreamWorksThe Wild RobotWatch trailer
Dog Man - Dog Man on a grassy hill before a city skyline. Scene still © DreamWorks Animation / Universal Pictures
Feature Film · DreamWorksDog ManWatch trailer
Trolls Band Together - Branch and Poppy on a colorful village path. Scene still © DreamWorks Animation / Universal Pictures
Feature Film · DreamWorksTrolls Band TogetherWatch trailer
Kung Fu Panda 4 - Po meditating beneath a cherry-blossom tree on a cliff. Scene still © DreamWorks Animation / Universal Pictures
Feature Film · DreamWorksKung Fu Panda 4Watch trailer
The Bad Guys 2 - the crew in suits walking down a lit corridor. Scene still © DreamWorks Animation / Universal Pictures
Feature Film · DreamWorksThe Bad Guys 2Watch trailer
Shrek 5 - Shrek with Fiona, Donkey and family. Scene still © DreamWorks Animation / Universal Pictures
Feature Film · DreamWorksShrek 5In theaters 2026
Forgotten Island - characters with sparklers on a beach at dusk. Scene still © DreamWorks Animation / Universal Pictures
Feature Film · DreamWorksForgotten IslandIn theaters 2026
Cornell box rendered with a custom path tracer
Path TracingCornell Box · Path Tracer
Physically based rendering demo
Real-Time PBRPhysically-Based Renderer
Real-time Gaussian splat reconstruction of an observatory
Gaussian SplatsReal-Time Splat Viewer
Real-time 3D Gaussian-splat city reconstruction in the Iris digital-twin viewer, driving through a reconstructed street
WebGPU SplatsAutomotive Digital Twin
SDF raymarching shader
ShadersSDF Raymarching Engine
Constructive solid geometry via signed distance fields
ShadersCSG via SDF
Voxel hydraulic erosion simulation
SimulationHydraulic Erosion · Voxel Sim
Physically based FDM 3D printer simulator
Thermal SimFDM Print Simulator
Procedurally generated medieval town
ProceduralMedieval Town Generator
Urban design simulation on real-world streets
SimulationUrban Design · Real Streets
Isometric city traffic and transit simulation in GridLock
SimulationIsometric City Flow Sim
Cyberpunk isometric turn-based tactics prototype
GameCyberpunk Tactics Deckbuilder
Green-phosphor CRT terminal post-process shader
Post-FXGreen-Phosphor CRT Shader
Godot editor running the XBOX GDK sample
ToolingGodot for XBOX · GDK Sample

Film stills © DreamWorks Animation / Universal Pictures, sourced via TMDB and shown to credit features I contributed to as lighting-tools crew - not personal work product. Trailer links open the studios' official YouTube channels.

04 - Contact

Contact / Connect

Always happy to connect - feel free to reach out about work, collaboration, or just to say hello.

Direct

Email

brennengreen@outlook.com

Typically the fastest way to reach me.

Profiles

Profiles

GitHub
LinkedIn

Open-source work and professional background.

Archive

Archive

Older projects, graphics experiments, and blog posts from earlier in my career - preserved for reference.

Personal project history.