Jim Susinno



Driven and capable software engineer with over 15 years industry experience delivering high performance, quality software across a variety of domains. Highly skilled in 3D graphics, virtual reality, volumetric rendering, real-time interfaces, hardware accelerated compute, architecture, integration, documentation, workflow, process, and more.

My favorite thing about work is that magic moment when a co-worker and I fully and completely collaborate on a task. It's rare, but I've had the pleasure a handful of times in my career - and each time I feel giddy like a child, running from one workstation to another to quickly implement a new concept then share a build to test it out. It feels like making months of progress in a day and has truly introduced me to people I consider lifelong friends.

PDF Links: Single page Resume, Full CV


Graphics, rendering, raytracing, volumetric, game engines, VR, AR, Networking, Metaverse, MEC, realtime, UI, interfaces, drivers, input, audio, microcontrollers


  • C
  • C++
  • GLSL
  • Python
  • Lua/LuaJIT
  • Javascript
  • OpenGL
  • OpenGL/ES
  • WebGL
  • CUDA
  • WebRTC
  • Oculus
  • OSVR


Senior Staff GPU Engineer @ Qualcomm

January 2023 - Present

  • Implemented a microbenchmark suite for focused analysis of different vendors’ GPU features.
  • Developing process and workflow for workload enablement on silicon and pre-silicon.
  • Reverse engineering and debugging exported frame captures from marquee games.
  • Data collection and analysis for presentation to hardware design team.

Principal Engineer-Full Stack @ Verizon

November 2016 - December 2022

  • Developed remote/hybrid render system
  • Developed and maintained streaming game engine tech
  • Consistently ensured portability across all major platforms: desktop, mobile, server, VR...
  • Integrated native WebRTC for video streaming and echo cancellation
  • Produced clear documentation

Senior UI Software Engineer @ GSSI

April 2013 - November 2016

  • Developed AR display of subsurface datasets
  • Created real-time GPU-accelerated volumetric 3D migration system with positional tracking
  • Designed and implemented UI layer on embedded GPU in custom hardware radar device
  • Implemented UI internationalization
  • Created device software update process
  • Wrote radar data display shader system in GLSL
  • Innovated new means of 3D dataset display

Senior Software Engineer @ AMD

April 2011 - April 2013

  • Added Font rendering to DXX driver
  • Identified and fixed several bugs in vendor apps and SDK examples
  • Implemented and documented ELF and DWARF support for shader debugging support

Senior Software Engineer @ D4D

December 2008 - April 2011

  • Designed comprehensive app for dental implant surgery
  • Obtained FDA 510(k) regulatory approval for surgical device
  • Granted US patent for novel 3D shading technique to facilitate dataset alignment
  • Wrote GLSL shaders and accelerated OpenGL display code using modern graphics techniques
  • Wrote experimantal display code for 3D volumetric Optical Cohenence Tomography(OCT) datasets
  • Prototyped a networked collaborative 3D mesh editing system using CUDA/OpenGL interop

Software Engineer @ In-Three

October 2005 - November 2008

  • Proposed, architected, developed and documented a new, comprehensive tool for stereoscopic conversion
  • Wrote read-only data viewer that immensely increased artist productivity by showing video data in motion
  • Worked closely with artists to determine requirements and innovate new time-saving features
  • Closely followed the state of the art in 3D display technology, integrating new developments wherever possible
  • Consoluted with third-party hardware vendors to replace obsolete in-house display devices

Software Engineer @ Kollins Communications

November 2004 - October 2005

  • Developed Macromedia Flash games using ActionScript
  • Implemented Content Management Systems using then-modern web technologies
  • Developed interactive product showcases, online stores, event registration systems
  • Brought functionality and animation to statis HTML wireframes and Flash templates

Instructor @ Internal Drive Tech Camps

June 2004 - August 2005

  • Learned and used Conitec engine functionality to create rudimentary games
  • Taught game design and development concepts to students
  • Guided students through the process, helping to showcase strengths and develop weaknesses
  • Students presented a completed game at the end of the course


M.S. Computer Science at Johns Hopkins University

September 1997 - June 2003

  • Developed 3D keyframe animation software system using OpenGL
  • Acted as teaching assistent for mid-level graphics courses, wrote perl scripts to collate scores
  • Wrote several Dreamcast games in my spare time using the KallistiOS framework
  • Wrote experimental mouse drivers for Linux kernel using Gravis gamepads
  • Began using Linux as a daily driver for liberty reasons, recompiled my kernel a lot
  • Supplemented my GPA by writing custom graphical apps for course credit
  • Tutored students in physics