Completed a lap of Australia, finishing in February 2026, and studied music along the way. Now based in Melbourne and available for new roles.
Paul Withers
C++ Systems & 3D Graphics Programmer
Software engineer with 20 years of commercial C++ experience in real-time 3D graphics and performance-critical code. I spent 12 years as a senior programmer at Electronic Arts, shipping titles including Real Racing 3 and Spy Mouse, then built real-time 3D visualisation software at Rio Tinto.
Based in Melbourne and available for engine, graphics and systems programming roles.
Experience
Developed features for and maintained RTVis, Rio Tinto's in-house application for visualising mine sites, mineral deposits and equipment in 3D. Started as a contractor and returned in a full-time role.
- Built a terrain renderer that streams large datasets and displays them in real time
- Built prototypes, including an Android application able to display large terrain models
- Maintained the existing codebase and added new features
- Worked directly with geologists and end users to identify issues and fix bugs
Twelve years building games and prototypes across mobile and handheld platforms, involved in every stage of development from requirements gathering and design through implementation, testing and bug fixing. Highlights include leading a small team to finish Back at the Barnyard in six months, optimising Real Racing in the final week before launch, and Spy Mouse reaching #1 on the App Store.
- Senior engineer for small teams across multiple projects, and lead on several
- 3D renderer development
- 2D and 3D animation systems for several titles
- Code optimisation and performance diagnosis on both CPU and GPU
- Shipped titles on ARM7/ARM9 handheld hardware (Nintendo DS)
- Rapid prototyping of games and gameplay features with feedback from designers
- Built and maintained tools and scripts, including game-data and 3D-model exporters, and custom builds for simulators and special events
- Bug fixing and documentation of complex features
- Regular communication with artists, designers and management
First full-time role after graduating. Developed a 3D haptic epidural simulator for medical training and commercialised a haptic temporal-bone drilling simulator, both written in C++ with an OpenGL renderer.
- Responsible for the application architecture, all libraries, an OpenGL 2.0 renderer and the interface to custom haptic hardware
- Directed content creators; liaised with doctors and hardware designers
- Took technical handover of a voxel-based bone-drilling simulator from the CSIRO
- General IT support and troubleshooting
In a team of two, developed software for haptic research experiments using the Sensable Phantom Desktop and a custom-built haptic glove, Exograsp. Every experiment required 3D visualisation.
- Gathered requirements and feedback from researchers
- Implemented the software in C/C++ and OpenGL
- Created 3D assets in 3D Studio Max and Milkshape 3D
- Haptic programming against the Phantom and Exograsp APIs
Shipped titles



Technical skills
- Languages
- C++, C, C#, Objective-C, Java, Python, Lua · multithreading, SIMD
- Graphics & APIs
- OpenGL / OpenGL ES, Vulkan, Metal, GLSL, SDL, Win32, FMOD, Berkeley sockets
- Platforms
- Windows, macOS, Linux, iOS, Android, Nintendo DS (ARM7 / ARM9)
- Tools
- Visual Studio, Xcode, Qt Creator, Vim, CMake, Git, RenderDoc, Instruments, 3D Studio Max
Contact
Available for C++ systems, engine and 3D graphics roles. Please get in touch by email at paul.withers@gmail.com, or see my work on GitHub.


