Tyler Chisholm

I design game systems, then build them.

Everent trailer: riding a hoverboard through the sky islands
Everent, our FIEA capstone. Team trailer, 0:31.

I'm a technical designer. I design mechanics, build them in C++, Blueprint, or C#, and make the editor tools my team uses to tune them. Right now I'm Design Lead on Everent, a UE5 game coming to Steam.

I'm a technical artist who also builds renderers. I wrote a hardware ray-traced Vulkan renderer with ReSTIR, SVGF, and DLSS Ray Reconstruction, and I ship UE5 features on a team. I measure before I optimize.

I build real-time 3D systems in UE5 C++: physics, streaming worlds, VR input, and the tools around them, and I back performance work with profiler data. I'm a U.S. citizen and eligible for a security clearance.

I finish my M.S. at FIEA in December 2026 and can start in January 2027. I'm in Orlando and open to relocating.

What role are you hiring for?

Download résumé PDF

Everent

Design Lead, Studio Kismet (FIEA capstone), 2025 to now

A momentum-based hoverboard game set across an open world of floating sky islands, built in Unreal Engine 5.7 and coming to Steam.

Everent: speed-gated destruction test in the editor
Speed-gated destruction, recorded in the editor. Full video 4:13.

What I did

  • Walls only break if you hit them fast enough. I built it in C++ on Chaos Geometry Collections: two trigger volumes measure your speed on the way in, and the impact spawns a physics field with strain plus directional and radial velocity. We use it to hide secrets and to reward players who keep their speed up.

  • A panel under the Window menu that lists every destructible in the level, shows its tuning, and fires a test projectile with an in-place reset. Designers can tune breakage without entering Play mode.

  • I built Everent's respawn system. The clip shows it running in the editor.

  • You can ride on any surface in Everent, so puzzles needed a hard limit. I wrote a C++ physical material that pushes the board away with world-space gravity, scales the push by approach angle, and turns off boost.

  • I led 7 designers from concept through production. I wrote the GDD and the one-page specs for movement, puzzles, and progression, ran sprint planning in Jira, and tuned the DualSense adaptive triggers for each surface type.

  • I prototyped a compute-shader flocking plugin for the koi, manta rays, and jellyfish that fill the sky. Niagara integration didn't work out, so I switched to instanced meshes driven by CPU readback.

  • I led the call on Lumen versus baked GI, the cost of Virtual Shadow Maps, and our HLOD plan, then wrote the team's graphics settings spec on UGameUserSettings with runtime scalability groups.

  • World Partition streaming broke destructibles in a few ways. I fixed a delegate that was binding twice, resolved overlaps at BeginPlay, and guarded destroy calls against actors that had unloaded.

  • I built a local pipeline (FFmpeg, faster-whisper, DeepFace, Llama 3.1) that turns playtest recordings into transcripts, emotion timelines, and coded feedback in the spreadsheet format our studio already used.

UE5.7, C++, Blueprint, Chaos, World Partition, Perforce, Jira

Spatial Engine

Personal project, 2025 to now

A hardware ray-traced Vulkan renderer for connected non-Euclidean spaces. Hyperbolic, spherical, and toroidal rooms join through portals, with light and shadow traced across them. It runs inside a Godot 4.6 fork and in VR.

Spatial Engine: path-traced Sponza atrium
Path tracing in Sponza. Full video 2:31.

How I build it: I own the architecture and direction, and AI writes much of the code. I set the goals and the tests, read the GPU timings, and make the final call in the headset. It's about 145k lines of Rust across 13 crates, with 600+ commits.

What I did

  • ReSTIR direct lighting, one-bounce diffuse GI, SVGF denoising, a physically based sky and volumetric atmosphere, and DLSS Ray Reconstruction. Curved primitives use analytic intersection shaders.

  • Portals join rooms with different curvature. Rays continue through a portal into the next space, so lighting and shadows stay consistent across the seam.

  • Streaming in distant terrain pushed VR frame time up. The run data pointed at the radiance cache, so I had the distance cascade extended and checked it pass by pass in Nsight. Cache resolve dropped from 2.8–5.8 ms to about 0.35 ms (median).

  • In VR you have a physics-driven body that can grab, climb, and pick things up. I also built benchmark tooling that pins GPU clocks and logs power draw.

  • GPU timestamps showed a cylinder intersection shader taking far too long. I replaced its 64-step sphere tracer with an analytic quadratic solve.

  • The renderer sits behind a C ABI inside a Godot fork, so Godot handles the editor, scripting, and asset pipeline.

Rust, Vulkan ray tracing, HLSL, OpenXR, Godot, Nsight Graphics

Pocket Spaces

Solo Unity prototype, 2026

Doorways that open onto rooms bigger than the building around them. The player, physics objects, and ropes can all pass through.

Pocket Spaces: a row of doors in a white test room
Walking through the portal rooms. Full video 1:56.

What I did

  • Each doorway uses stencil masking to show a room larger than the outside of the building. A player state machine, per-object portal membership, and gravity overrides let the player and physics objects cross cleanly.

  • Physics objects move between rooms and switch to the new room's gravity as they cross.

  • A Verlet rope and grapple that keeps working through doorways, with a renderer that draws the rope across the portal.

  • A one-click procedural room builder with a custom inspector to build, rebuild, eject a room's contents, and preview its gravity.

  • One room holds a raymarched hyperbolic Mandelbox with Möbius-transform camera movement. I also documented where stencil nesting fails: at depth 3 the render queue falls apart.

Unity URP, C#, stencil rendering, editor tooling

Also built

Studio Microdose
I'm Project Lead on a 10-person FIEA Ventures team making a co-op game about catching invasive animals by hand in the Everglades.
The Ascent
A physics climbing game in Unity. A reference skeleton drives ConfigurableJoint targets, IK places the arms using wall normals, and grip force is applied at the wrist. I also built a ragdoll setup tool for it.
Asymmetric VR rally
One player drives in VR while a co-driver plays on the screen. I wrote an input layer that treats the wheel, pedals, and controllers the same way, plus seated calibration.
MetaHuman facial capture
A facial performance recorded with Live Link Face on an iPhone, applied to a MetaHuman, and rendered in Sequencer.
Kingdom Come: Deliverance II quest mod
A scavenger hunt with letter-based delivery, an over-encumbrance mechanic, and a twist ending at Trosky Castle, packaged with a build script.
Noita wand model
A spreadsheet model of wands as a mana economy (charge, drain, cast delay, damage conversion). I checked its DPS predictions in game.

About

I'm finishing my M.S. in Interactive Entertainment at FIEA, UCF's graduate game program, in December 2026. I've built 12 games there over four semesters in Unreal, Unity, and VR. Before that I studied finance and entrepreneurship at Stetson University and did QA on iOS apps at Stormbreaker Studios.

I live in Orlando, I'm open to relocating, and I can start in January 2027. I'm a U.S. citizen and eligible for a security clearance.