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About
Daniel Bellido
Graphics & Engine Programmer
I'm a C++ programmer focused on real-time rendering and game engine development.
My work includes building graphics systems with DirectX 12 and HLSL, from shadow rendering and volumetric fog to GPU skinning and editor tools.
I also develop STAGE VK, a personal Vulkan engine project where I explore engine architecture and low-level graphics programming.

Background
Education
My background combines game programming, real-time graphics and engine development.
I graduated from Kingston University London with First Class Honours in Computer Games Programming, gaining experience across gameplay, graphics, animation and game development.
I later continued my training at UPC School, where I worked with a multidisciplinary team on a custom C++ / DirectX 12 engine for Bound by Death.
My contributions include shadow rendering, GPU skinning, volumetric fog and editor tooling, strengthening my interest in graphics programming and engine architecture.
BSc (Hons) Computer Games Programming
First Class Honours
Master's Advanced Programming for AAA Video Games


2019 - 2023
2025 - 2026
Technical Focus
Soft skills

Restorative Yoga
I like breaking down complex problems, understanding their causes, and finding evidence-based solutions rather than relying on assumptions.
How I work
I approach engine development incrementally, focusing on understanding each system before extending or optimizing it.
Debug visualizations, GPU captures, profiling and validation are essential parts of my workflow. I use them to investigate rendering problems, evaluate performance and verify changes.
I also document technical decisions, implementation challenges and lessons learned through my development logs.
What I value
Curiosity
I enjoy learning new things, asking questions, and understanding how things work beneath the surface.
Collaboration
Growth
Working with people from different disciplines has taught me the value of sharing ideas and learning from others.
I believe there's always room to improve, both professionally and personally.
Away from the editor
I collect the games I grew up with and the consoles I never got to own as a kid. It all started with a Super Nintendo, Street Fighter II and Super Mario World, and eventually grew into a curiosity about how games are made.
One of my personal goals is to develop a game for both the SNES and the original PlayStation someday, fulfilling a childhood dream.
Let's Talk
Open to junior opportunities in graphics programming, rendering, and game engine development.
Feel free to reach out if you'd like to discuss my work↗ or get in touch.
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