F. Alan Hickman
GPU Performance Engineer @ Samsung Semiconductor
About
Lead/Principal software developer with 20+ years experience in computer graphics.
United States
San Diego Metropolitan Area
Computer Hardware
Optimizing Performance, Systems Engineering, Performance Analysis, Analytical Skills, Computer Graphics, Real-time Rendering, Game Engines, Game Development, Game Programming, 3D Rendering, Ray Tracing, Shaders, Software Development, Technical Leadership, Engineering Leadership, Embedded Systems, System Software, System Architecture, Computer Science, Data Structures
Experience

Staff Engineer, Graphics
San Diego, CA
Engineer, Advanced Prototyping Team • Collaborated directly with the GPU hardware design team and Adreno Vulkan driver team on new hardware features: mesh shading, ray tracing, and image filtering. End-to-end from silicon spec through driver implementation. • Implemented Vulkan driver support for the corresponding extensions. Technical Lead, Graphics Commercialization and Research • Designed and led development of an in-house rendering and compute engine used to prototype forward-looking algorithms and evaluate hardware features pre-silicon. • Performance analysis of workloads at the wavefront and instruction level; advised IHVs, the Adreno Vulkan driver team, and the GPU hardware team on optimization opportunities. • Taught internal courses on GPU architecture and modern rendering pipelines; mentored junior and mid-level engineers.

Lead Engineer
Carlsbad, CA
• Optimized the 3D renderer for embedded automotive platforms, ensuring efficient performance under strict memory and thermal constraints. • Led internal performance-engineering education initiatives, enhancing team capabilities and knowledge. • Collaborated with cross-functional teams to address latency challenges, contributing to improved product performance.

Co-Founder
Sidereal Games
Oceanside, CA
Designed and built a cross-platform engine with a wide-SIMD math library and a job-based concurrent runtime. Venture wound down in late 2015.

Principal Programmer
Carlsbad, CA
• Animation, rendering, and graphics systems for mobile titles. • Memory and performance optimization against tight iOS hardware budgets Titles: • Ascension: Chronicle of the Godslayer (iOS) • Food Fight (iOS) • Nightfall (iOS) • Penny Arcade The Game: Gamers vs Evil (iOS) • Agricola (iOS)

Senior Graphics Programmer
Carlsbad, CA
• Built a concurrent renderer and real-time streaming engine across three target architectures (x86, PowerPC, Cell). • Wrote low-level systems libraries: memory management, vector math, async I/O • CPU and GPU optimization across all platforms. Titles: • Darksiders: Wrath of War (PC, Xbox 360, PS3) • Unannounced Title (PC, Xbox 360, PS3) • Vessel (PS3) • Star Raiders (PC, Xbox 360, PS3)

Senior Graphics Programmer
Champaign, IL
• Re-architected the engine renderer for concurrency on PS3, offloading culling, geometry processing, and post-processing to SPUs. • Wrote SPU-specific implementations of performance-critical rendering paths — explicit data orchestration, double-buffered DMA, local-store-resident kernels. • Owned the shadow system: shadow mapping and shadow volumes. • CPU optimizations across all platforms • Shader authoring Titles: • Saints Row (Xbox 360) • Saints Row 2 (Xbox 360, PS3) • Red Faction: Guerrilla (Xbox 360, PS3, PC) • Unannounced Title (PS2, Xbox)
F. Alan Hickman's Contact Information
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