Rendering pipeline design
Forward, deferred and clustered pipelines: lighting, shadows, particles and post, architected around your art direction and your frame budget.
Official PlayStation® Partner · Remote worldwide
Split-E is the studio of Shady El Mously, a rendering and engine programmer with two decades of shipped AAA work on PS5, Xbox, Switch, PC and mobile: Vulkan, DirectX 12, Metal and proprietary engines, from pipeline design to GPU optimization to cross-platform porting. You work with him directly.
World Alone streamed from live map data
Strand hair simulated on the GPU
Spectral Light Lab light through glass
Studio Lite the editor, in your browser
Our own engine, running live in your browser. Click any frame.
Shipped & trusted across AAA and middleware
What we do
We slot into your engine as senior contractors with no ramp-up and no hand-holding, and own the hard rendering and engine problems most teams would rather not.
Forward, deferred and clustered pipelines: lighting, shadows, particles and post, architected around your art direction and your frame budget.
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.
Modern shader pipelines and SRT / resource-binding infrastructure, including a reflection-free binding system shipped in a cross-platform rendering framework.
Deep work in 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 (think SciChart's 2D/3D charts), plus full game development.
Selected work
A sample of shipped contracts and projects. The through-line: deep, low-level graphics code that ships on real hardware.
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.
Graphics-engine support for the PSVR2 / Meta Quest / SteamVR action title. SRT and resource-binding work shipped in the released game.
Built a cross-platform, shader-based rendering engine from the ground up: a single API running seamlessly on Windows, Android, iOS and WebAssembly.
Designed and implemented rendering tech (cascaded shadow maps, lighting and particle effects) across PS3 and Xbox 360, with a PS3 focus.
An infinite-runner space game we built and released on UE5. Proof we don't just optimize engines, we ship complete games on them.
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.”
“Working with Shady has been an excellent experience. He is a highly skilled programmer who consistently delivers clean, efficient, and well-structured code. Beyond his technical ability, he is very professional, communicates clearly, and understands requirements quickly, which makes collaboration smooth and productive.”
Engine technology
SETech is Split-E's from-scratch multiplatform C++ engine: our own rendering, reflection, scene, animation, physics, audio and editor stack, shaped by two decades of production rendering work. One codebase runs across six platforms and five graphics APIs, and the demos below are that same engine compiled to WebAssembly, rendering through your browser's native WebGPU.
DirectX 12 · DirectX 11 · Vulkan · Metal · WebGPU. One abstraction, shaders written once in HLSL.
Windows · macOS · Linux · iOS · Android · Web (WebAssembly)
Forward · Deferred · Visibility buffer (GPU-driven) · Ray tracing (DXR)
Pass-based pipelines built per app: forward, deferred, a GPU-driven visibility buffer with bindless shading, and DXR ray tracing, with HDR + ACES, clustered PBR, cascaded shadows, SSAO, MSAA and FXAA.
Compute XPBD and VBD solvers for cloth, ropes, soft bodies and fluids, including Offset Geometric Contact from SIGGRAPH 2025, a strand hair solver on the same framework, plus a fully GPU-driven particle system fed by indirect draws.
Quadtree CDLOD terrain with sector streaming. Worlds can also stream live from OpenStreetMap: real roads, buildings and elevation around any GPS point, no cook step.
Layered clip blending, root motion and data-driven character locomotion, closed-loop with an active-ragdoll physics animator: hits deflect limbs and ripple through the skeleton before the pose recovers.
One reflection system powers the scene format, the editor's property panels, XML/JSON serialization and AngelScript bindings. Entities carry script behaviors that hot reload from disk, with no glue code.
The SETechStudio editor, deterministic asset cooking (FBX, Collada, USD), one-command deploys to every platform, and an AI bridge that lets LLM agents author and drive live scenes as JSON.
Try it now
Built with SETech and compiled to WebAssembly. Requires a WebGPU-capable browser (recent Chrome, Edge or Safari).
The engine's full editor running in your browser, no install: play the JSON sample games (Brick Breaker, Neon Snake, Mazarita Crossing and more), edit any scene live, load and save your own, and hand the scene format to any AI agent with the built-in copy-paste workflow to author playable game prototypes for you.
Open SETech StudioDrop into your own street. The world is built live from OpenStreetMap around any GPS point you give it (real roads, real building footprints, real elevation) with no cook step and nothing pre-authored. Walk it in third person, read the street names off the sign blades and the building names off their walls.
Launch demoEvery hair is simulated. Guide strands run on a GPU strand solver (follow-the-leader length constraints, TressFX-style shape memory, wind and collision), then fan out into tens of thousands of rendered fibres shaded with a Marschner R / TT / TRT model and an approximate deep shadow for self-shadowing. Change the style, the colour, the physics and the beard live, or push the head under water and watch the hair soak, clump and drip dry.
Launch demoMove a beam through a prism and see its wavelengths split inside the glass and land on the floor. Explore diamond fire, DVD diffraction, crown glass and soap-film color under a physical night sky. All five exhibits respond to live controls.
Enter the light lab Read how it worksCapabilities
Vulkan · DirectX 12 · DirectX 11 · Metal · OpenGL · WebGL · WebGPU
Unreal 4/5 · Godot · Havok Anarchy · Phyre · Proprietary & middleware frameworks
PC · PS3 / PS4 / PS5 · Xbox 360 / One / Series · Switch · Wii U · iOS · Android
C++ · C · Assembly · C# · HLSL · GLSL · MSL · WGSL · Python
Pipeline design · GPU optimization · Shader systems · Cross-platform porting · SRT / resource binding
PIX · RenderDoc · GPAD · Razor GPU · Visual Studio · Xcode · Android Studio
About Split-E
Split-E is led by Shady El Mously, a graphics and engine programmer who has spent two decades in the rendering trenches of AAA and indie studios across Australia, New Zealand, Germany and Egypt.
He's shipped titles for publishers including Rockstar Games, Activision, THQ Nordic and Atari, from L.A. Noire to modern VR, alongside framework-level contributions to commercial rendering middleware. The through-line is the same: deep, low-level graphics code that ships on real hardware. As a former technical director and lead, he bridges engineering, art and design, and plugs into your team as a senior contractor who needs no ramp-up.
Languages: English · French · Arabic · Based in: Cairo, Egypt (UTC+2/+3) · Available worldwide, remote.
Get in touch
Have a renderer that needs taming, a port on the horizon, or a frame budget you can't hit? Tell us about it, and you'll hear back from Shady directly.