HI, I AM
JUAN
PACHECO!

GRAPHICS, TOOLS AND ENGINE
PROGRAMMER

Me

I am a rendering engineer at Grip Studios (previously at Super Evil Megacorp) with three years of experience in the industry. During these years, I have expanded my knowledge by developing and researching new graphics techniques, new tools, and maintaining in-house technologies and pipelines.

I love developing games with artists and other programmers, and what amazes me is to make sure those games look beautiful, that's why my main area is Graphics.

Here you will find some of the games I worked on, my personal projects and experience, and how to contact me!

(Disclaimer: Everything you find in this webpage represents my own personal opinion and thoughts. Which may not be related to the points of view of companies or institutions I worked for)

KNOWLEDGE

C/C++

Vulkan

D3D12

Metal

Nintendo Switch Graphics API (NVN)

OpenGL

Renderdoc

Nvidia Insight

Metal GPU Debugger

Nintendo Switch GPU Debugger (LLGD)

GLSL

HLSL

Perforce

Git

TIMELINE

2019

Started Digipen

Started to chase my dreams
I always wanted to become a game developer and when I found out that Digipen University had a campus in Bilbao I knew it was the correct place!

2022

Created my own Graphics Engine

Seeking my passion
After some years of studying different sections, I felt that my true passion was to work in graphics, so I decided to start my first big project, a Graphics Engine.

2022

Teacher Assistant at GAM class

My first job!
I was employed by my university to help Sophomore students to do their second year games in GAM250 class using C++ and OpenGL.

2023

Super Evil Megacorp (SEMC)

My first industry job!
After finishing college, I was able to join SEMC as a Graphics Engineer! Here I gained experience with a lot of graphics APIS and techniques, while developing for Windows, Android, iOS, MacOS, Switch, and Xbox. While I was here we released two games: TMNT: SPLINTERED FATE and Rebel Moon: Bloodline

2026

Grip Studios

My second job!
After three years in Super Evil Megacorp, I was hired at Grip Studios as a Rendering Engineer to port a AAA project from D3D11 to D3D12 and to optimize it to run on the Xbox Series S/X.

CONTACT INFO

If you want to get in touch with me,
you can contact me through my
email or through my LinkedIn!

Download my CV