Services / Rendering and shader systems

Rendering engineers on contract: pipeline design and shader systems

Forward, deferred and clustered pipelines, and the shader and resource-binding systems underneath them, architected around your art direction and your frame budget.

Start a conversation Official PlayStation® Partner

Sound familiar?

Your renderer has grown feature by feature and the architecture is now the thing in the way: new lighting or a new platform means fighting the pipeline, not extending it.

Or you are starting fresh and want the structure right before the content team depends on it. Either way you need someone senior who has designed these systems before and shipped them.

What we do

How Split-E helps.

Pipeline architecture

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

Shader systems

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

Modern techniques

In our own engine we run forward, deferred, a GPU-driven visibility buffer with bindless shading, and DXR ray tracing, with HDR and ACES, clustered PBR, cascaded shadows, SSAO, MSAA and FXAA.

Built to be portable

Designed from the start to run across Vulkan, DirectX 12 and Metal, so the pipeline does not have to be rewritten for the next platform.

Inside your engine

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, such as the shader-based engine we built for SciChart's 2D and 3D charts.

Proof

Rendering systems we have shipped

From PS3-era shadows and lighting to modern binding infrastructure. For the detail, read how our reflection-free shader resource layout works.

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
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 engineLive demos

SETech engine

Our from-scratch C++ engine runs one codebase on six platforms and five graphics APIs (DirectX 12, DirectX 11, Vulkan, Metal, WebGPU), with shaders written once in HLSL. The same engine runs live in your browser.

  • 5 APIs
  • 6 platforms
  • WebGPU
See SETech and its live demos

What clients say

Unedited feedback from contract clients. Names withheld.

“Shady brings a whole ton of expertise in complicated engineering topics. Great understanding of shader pipelines and a very in depth knowledge of game systems. Asks the right questions, works efficiently, and communicates really well.”
Client, graphics system for a game UI framework

How it works

Senior from day one.

Split-E is led by Shady El Mously, a graphics and engine programmer with two decades in AAA and indie studios, and a former technical director and lead. We plug into your team as senior contractors, with no ramp-up and no hand-holding, and work remotely from Cairo (UTC+2/+3) with studios worldwide.

You talk to the person doing the work. Send a note, and you'll hear back from Shady directly.

Related services

GPU 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.

Get in touch

Tell us what you are up against.

Platform, engine, the problem you are hitting and a rough timeline are enough to start. You'll hear back from Shady directly.