Hello World,
I'm Jett Schreiber.
I am a software developer with experience across graphics and real-time systems, backed by a broader interest in performance-minded engineering and problem solving wherever it shows up in the stack. I like digging into hard technical problems, whether that's a shader, a data pipeline, or an everyday application. Currently looking for my next role.
about
I'm a software developer who enjoys working across the stack, from low-level performance work to everyday application code. Some of that has taken the shape of shaders, rendering pipelines, and GPU compute, but I'm just as comfortable picking up a new language, framework, or problem domain.
Outside of work, I read technical papers, build small tools, and experiment with new tech.
projects
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An implementation of Joshi et al.'s "Harmonic Coordinates for Character Articulation" (SIGGRAPH 2007). A cage is built around a mesh, then a hand-written solver computes the harmonic weights: it assembles the (powered) cotangent Laplacian, partitions interior from cage-boundary vertices, applies the Dirichlet boundary conditions, and solves the resulting sparse system with SciPy. libigl supplies only the discrete operators. The weights are precomputed once, so dragging the cage's control points deforms the mesh smoothly in real time. Includes an interactive PyVista viewer with view/drag modes and full camera controls.
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A basic physics engine working in 4-dimensional space, built with a small team on a shared repo. Implements collision detection, constraint solving, and rigid-body dynamics in a hyperspace environment. Includes visualization tools across multiple platforms to explore and interact with 4D physical systems in real time.
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A browser-based content-package builder for the LANCER TTRPG. Build custom weapons, mech systems, frames, and mods, then export a valid
.lcpfile, zipped on the client's side with JSZip, to import straight into the online tool Comp/Con. -
A multi-agent reinforcement-learning controller for tarantula locomotion in the Unity game engine. Each of the eight legs is an independent ML-Agents agent that has to coordinate with the others to produce a stable, efficient stride.
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A collaborative entry for GitHub's Game Off game jam, built in Godot with GDScript and custom GDShaders. Worked as part of a small team, splitting up gameplay, level generation, and rendering systems and integrating them through a shared Git workflow of branches, pull requests, and merges to keep everyone's work in sync.
education
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2021 - Oct 2026 (expected)
B.Sc. Computer Science @ University of Victoria
Specialization in Computer Graphics, with a minor in Business. Coursework spanning core software engineering, algorithms, and data structures, alongside real-time rendering and GPU programming. This was paired with the business side for the product and team around the tech.
Relevant coursework: Computer Modeling, Introduction to AI, Computer Animation, Algorithms and Data Structures, Mining of Massive Datasets, Entrepreneurship
experience
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January 2025 - August 2025
IT Support Technician @ Blackman Support Services
Worked in the IT department, providing technical support and maintenance of computer systems. Hands-on networking and hardware knowledge, with server setup and troubleshooting skills.
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2026 - ?
Software Developer @ Your Company Here
This slot's open. You could be next.
torus rendering after Andy Sloane's donut math
hobbies
Away from my computer I spend a lot of time 3D printing. It's a natural extension of the graphics work. I model parts, dial in settings, and troubleshoot/maintain the mechanical side of the printer itself.
I also dabble in game development, mostly small projects and game jams, where a tight deadline forces you to focus hard and actually ship something playable.
And when I want to step away from a screen entirely, I cook. I like how you have to follow a process, read the feedback, and modify the recipe until the result is what you were after.
contact
Find me here: