Work

Public R&D evidence

Much of my professional R&D work for clients cannot be shown publicly. The projects below are therefore selected evidence of the same core capabilities: reducing technical uncertainty, comparing approaches, prototyping quickly, measuring results, creating reusable tooling, and explaining the reasoning behind technical decisions.

Projects spanning reusable engineering tooling, measured performance investigation, and lower-level real-time graphics architecture. The broader archive is available under R&D Archive.

Flagship · Original R&D Tooling · Unreal Engine 5.8 · C++ / Blueprints

BertaDevKit

An evolving Unreal Engine development toolbox built from recurring prototyping and engineering needs. It turns repeated friction around diagnostics, validation, device integration, process control, editor workflows, and reusable runtime helpers into independent plugins that can support future experiments.

  • Independent plugins instead of a monolithic framework.
  • Native C++ APIs with Blueprint exposure where it improves iteration.
  • Runtime utilities, Editor tooling, diagnostics, validation, and platform integration.
  • Public source code and dedicated technical documentation.

Measured Investigation · Unreal Engine 5.6 · C++ · Unreal Insights

NavMesh Performance: Sync vs Cache vs Async

Unreal Insights capture showing Game Thread cost before NavMesh pathfinding optimization

A deliberately minimal stress test comparing three pathfinding architectures with 289 actors. The synchronous Tick implementation created a major Game Thread bottleneck; timer + cache reduced query frequency, while async pathfinding demonstrated how expensive navigation work can be decoupled from the caller.

R&D value: isolate a performance question, build controlled alternatives, measure with Unreal Insights, and turn the result into an architectural takeaway.

Historical R&D · C++ · DirectX 12 · Real-Time Graphics

BRE — Bertoa Rendering Engine

BRE rendering architecture diagram showing DirectX 12 rendering passes

A rendering framework built from scratch as a focused environment for understanding modern explicit graphics APIs, renderer architecture, command execution, scene representation, and multiple rendering passes. It preserves the lower-level C++ and graphics depth behind my current real-time R&D work.

R&D value: create a system you understand end to end, then use it as an experimental platform for graphics architecture and rendering techniques.

R&D Archive

R&D Archive contains the wider body of experiments, implementation notes, course-derived studies, graphics research, prototypes, and historical work.