Rendering pipeline design
Forward, deferred and clustered pipelines: lighting, shadows, particles and post, architected around your art direction and your frame budget.
Official PlayStation® Partner · Remote worldwide
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.
Shipped & trusted across AAA and middleware
What we do
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.
Forward, deferred and clustered pipelines: lighting, shadows, particles and post, architected around your art direction and your frame budget.
Frame analysis with PIX, RenderDoc, GPAD and Razor. We find the stalls, the overdraw and the bandwidth walls, and we fix them.
Ship one renderer on PC, PS5, Xbox Series, Switch and mobile. Clean backend abstraction across Vulkan, DirectX 12 and Metal.
Modern shader pipelines and SRT / resource-binding infrastructure, including a reflection-free binding system shipped in a cross-platform rendering framework.
Deep work in Unreal 4/5, Godot, proprietary engines and cross-platform rendering frameworks. We adapt to your codebase, not the other way around.
Beyond games: realtime 3D apps, data visualization and SDK rendering (think SciChart's 2D/3D charts), plus full game development.
Selected work
A sample of shipped contracts and projects. The through-line: deep, low-level graphics code that ships on real hardware.
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.
Graphics-engine support for the PSVR2 / Meta Quest / SteamVR action title. SRT and resource-binding work shipped in the released game.
Built a cross-platform, shader-based rendering engine from the ground up: a single API running seamlessly on Windows, Android, iOS and WebAssembly.
Designed and implemented rendering tech (cascaded shadow maps, lighting and particle effects) across PS3 and Xbox 360, with a PS3 focus.
An infinite-runner space game we built and released on UE5. Proof we don't just optimize engines, we ship complete games on them.
Capabilities
Vulkan · DirectX 12 · DirectX 11 · Metal · OpenGL · WebGL · WebGPU
Unreal 4/5 · Godot · Havok Anarchy · Phyre · Proprietary & middleware frameworks
PC · PS3 / PS4 / PS5 · Xbox 360 / One / Series · Switch · Wii U · iOS · Android
C++ · C · Assembly · C# · HLSL · GLSL · MSL · WGSL · Python
Pipeline design · GPU optimization · Shader systems · Cross-platform porting · SRT / resource binding
PIX · RenderDoc · GPAD · Razor GPU · Visual Studio · Xcode · Android Studio
About Split-E
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
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.