Pipeline architecture
Forward, deferred and clustered pipelines: lighting, shadows, particles and post, architected around your art direction and your frame budget.
Services / Rendering 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.
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
Forward, deferred and clustered pipelines: lighting, shadows, particles and post, architected around your art direction and your frame budget.
Modern shader pipelines and SRT / resource-binding infrastructure, including a reflection-free binding system shipped in a cross-platform rendering framework.
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.
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.
Unreal 4/5, Godot, proprietary engines and cross-platform rendering frameworks. We adapt to your codebase, not the other way around.
Realtime 3D apps, data visualization and SDK rendering, such as the shader-based engine we built for SciChart's 2D and 3D charts.
Proof
From PS3-era shadows and lighting to modern binding infrastructure. For the detail, read how our reflection-free shader resource layout works.
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.
Designed and implemented rendering tech (cascaded shadow maps, lighting and particle effects) across PS3 and Xbox 360, with a PS3 focus.
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.
See SETech and its live demosWhat 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.”
How it works
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
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.
Get in touch
Platform, engine, the problem you are hitting and a rough timeline are enough to start. You'll hear back from Shady directly.