Official PlayStation® Partner · Remote worldwide

Low-level graphics & engine programming for studios that ship.

Split-E is the contract rendering & engine team behind shipped AAA titles on PS5, Xbox, Switch, PC and mobile. Two decades of Vulkan, DirectX 12, Metal and proprietary-engine work, from pipeline design to GPU optimization to cross-platform porting.

  • PS5
  • Xbox Series
  • Switch
  • PC
  • iOS / Android
  • Vulkan
  • DirectX 12
  • Metal
  • WebGPU
Official PlayStation® Partner

Shipped & trusted across AAA and middleware

What we do

Close-to-the-metal work, end‑to‑end.

We slot into your engine as senior contractors with no ramp-up and no hand-holding, and own the hard rendering and engine problems most teams would rather not.

Rendering pipeline design

Forward, deferred and clustered pipelines: lighting, shadows, particles and post, architected around your art direction and your frame budget.

GPU profiling & optimization

Frame analysis with PIX, RenderDoc, GPAD and Razor. We find the stalls, the overdraw and the bandwidth walls, and we fix them.

Cross-platform porting

Ship one renderer on PC, PS5, Xbox Series, Switch and mobile. Clean backend abstraction across Vulkan, DirectX 12 and Metal.

Shader systems & resource binding

Modern shader pipelines and SRT / resource-binding infrastructure, including a reflection-free binding system shipped in a cross-platform rendering framework.

Engine & framework integration

Deep work in Unreal 4/5, Godot, proprietary engines and cross-platform rendering frameworks. We adapt to your codebase, not the other way around.

Realtime 3D & game development

Beyond games: realtime 3D apps, data visualization and SDK rendering (think SciChart's 2D/3D charts), plus full game development.

20+years in the rendering trenches
15+shipped titles, PC & console
9platforms, PS3 to PS5
remote, worldwide

Selected work

Titles and frameworks in players' hands.

A sample of shipped contracts and projects. The through-line: deep, low-level graphics code that ships on real hardware.

Core graphics architectureContract

Cross-platform Rendering Framework

Designed and implemented a unified Shader Resource Table (SRT) that eliminates runtime reflection, plus a new resource-binding system and dynamic-rendering support across Vulkan, Metal and Direct3D 12, for a commercial cross-platform rendering framework.

  • Vulkan
  • Metal
  • D3D12
  • SRT
Graphics-engine support2024

Skydance's BEHEMOTH

Graphics-engine support for the PSVR2 / Meta Quest / SteamVR action title. SRT and resource-binding work shipped in the released game.

  • VR
  • Rendering
  • Shipped
Rendering engine from scratchSciChart

SciChart 2D/3D SDK

Built a cross-platform, shader-based rendering engine from the ground up: a single API running seamlessly on Windows, Android, iOS and WebAssembly.

  • Cross-platform
  • WebAssembly
  • Tools
Rendering technologiesRockstar Games

L.A. Noire

Designed and implemented rendering tech (cascaded shadow maps, lighting and particle effects) across PS3 and Xbox 360, with a PS3 focus.

  • PS3
  • Shadows
  • Lighting
Our own titleUnreal Engine 5

Zamakan

An infinite-runner space game we built and released on UE5. Proof we don't just optimize engines, we ship complete games on them.

  • UE5
  • Released
  • Original IP

Engine technology

SETech: our in‑house engine.

SETech is Split-E's from-scratch multiplatform C++ engine: our own rendering, reflection, scene, animation, physics, audio and editor stack, shaped by two decades of production rendering work. One codebase runs across six platforms and five graphics APIs, and the demos below are that same engine compiled to WebAssembly, rendering through your browser's native WebGPU.

Graphics backends

DirectX 12 · DirectX 11 · Vulkan · Metal · WebGPU. One abstraction, shaders written once in HLSL.

Platforms

Windows · macOS · Linux · iOS · Android · Web (WebAssembly)

Rendering pipelines

Forward · Deferred · Visibility buffer (GPU-driven) · Ray tracing (DXR)

Composable rendering pipelines

Pass-based pipelines built per app: forward, deferred, a GPU-driven visibility buffer with bindless shading, and DXR ray tracing, with HDR + ACES, clustered PBR, cascaded shadows, SSAO, MSAA and FXAA.

GPU simulation & particles

Compute XPBD and VBD solvers for cloth, ropes, hair, soft bodies and fluids, including Offset Geometric Contact from SIGGRAPH 2025, plus a fully GPU-driven particle system fed by indirect draws.

Streaming open worlds

Quadtree CDLOD terrain with sector streaming, proven on the entire open-data Call of Duty® Warzone™ island (Caldera). Worlds can also stream live from OpenStreetMap: real roads, buildings and elevation around any GPS point, no cook step.

Animation with physics feedback

Layered clip blending, root motion and data-driven character locomotion, closed-loop with an active-ragdoll physics animator: hits deflect limbs and ripple through the skeleton before the pose recovers.

Reflection-driven everything

One reflection system powers the scene format, the editor's property panels, XML/JSON serialization and AngelScript bindings. Entities carry script behaviors with F5 hot reload, no glue code.

Tools, pipeline & AI

The SETechStudio editor, deterministic asset cooking (FBX, Collada, USD), one-command deploys to every platform, and an AI bridge that lets LLM agents author and drive live scenes as JSON.

Try it now

Live demos, running in your browser.

Built with SETech and compiled to WebAssembly. Requires a WebGPU-capable browser (recent Chrome, Edge or Safari).

Live demo · WebGPUWebAssembly

Neo Giza

A first-person 3D scene on the full SETech renderer: the real engine compiled to WebAssembly, rendering through the browser's native WebGPU. Walk the level and judge the frame for yourself.

  • WebGPU
  • WASM
  • Realtime 3D
Launch demo
Live demo · WebGPUWebAssembly

SE ZX Spectrum Emulator New

A complete ZX Spectrum emulator (Z80 CPU, ULA video, beeper and AY sound) playing on a period 13″ Trinitron in a vintage living room — now with both the 48K and the 128K “Toastrack”, swapped live on the table with each machine’s history, and a physically-based CRT screen: real P22 phosphor spectra, halation, beam scanlines and aperture grille.

  • WebGPU
  • WASM
  • Emulation
  • 48K + 128K
  • Spectral CRT
Launch emulator Download for Windows

Capabilities

The full low-level toolbox.

Graphics APIs

Vulkan · DirectX 12 · DirectX 11 · Metal · OpenGL · WebGL · WebGPU

Engines & frameworks

Unreal 4/5 · Godot · Havok Anarchy · Phyre · Proprietary & middleware frameworks

Platforms

PC · PS3 / PS4 / PS5 · Xbox 360 / One / Series · Switch · Wii U · iOS · Android

Languages

C++ · C · Assembly · C# · HLSL · GLSL · MSL · WGSL · Python

Specialisms

Pipeline design · GPU optimization · Shader systems · Cross-platform porting · SRT / resource binding

Profiling & tools

PIX · RenderDoc · GPAD · Razor GPU · Visual Studio · Xcode · Android Studio

About Split-E

Two decades, close to the metal.

Split-E is led by Shady El Mously, a graphics and engine programmer who has spent two decades in the rendering trenches of AAA and indie studios across Australia, New Zealand, Germany and Egypt.

He's shipped titles for publishers including Rockstar Games, Activision, THQ Nordic and Atari, from L.A. Noire to modern VR, alongside framework-level contributions to commercial rendering middleware. The through-line is the same: deep, low-level graphics code that ships on real hardware. As a former technical director and lead, he bridges engineering, art and design, and plugs into your team as a senior contractor who needs no ramp-up.

Languages: English · French · Arabic  ·  Based in: Cairo, Egypt (UTC+2/+3) · Available worldwide, remote.

Get in touch

Let's build something that ships.

Have a renderer that needs taming, a port on the horizon, or a frame budget you can't hit? Tell us about it, and you'll hear back from Shady directly.

Goes straight to Shady's inbox. Or email selmously@split-e.net directly.