At Samsung Research UK, I implemented a GLES/Vulkan interception layer that adjusts render-target resolution to prevent thermal throttling on mobile GPUs. I also optimized per-draw-call hot paths and used eBPF tracing to investigate crashes.
I co-founded MAPS.ME and designed and implemented a GPU-accelerated vector map renderer for iOS and Android that was 10× faster than native API alternatives. The product scaled to millions of users worldwide.
At MSQRD, I designed and implemented an Android 3D effects engine, then helped port it to C++ for the engine that shipped as Facebook Camera. At Facebook, I contributed to the AR Engine architecture and built foundational code for the cross-platform port of Facebook's AR Studio.

