About
Howdy, my name is Tessa.

I’m a computer graphics software engineer. I like building things from scratch, just to see if I can.
Want the short version? Here’s my résumé.
I’ve worked with C++ for more than 8 years, with the last 4 years dedicated to rendering pipelines and computer graphics. Before going back to school in 2020, I spent several years in the tech industry as a mechatronics developer, frontend developer, and product owner. Holding professional certifications as a Scrum Product Owner, ISTQB Software Tester, and C++ programmer, my approach to development is generally described as methodical, pragmatic, and quality-focused.
I graduated in 2024 with a Computer Science degree (3.6 GPA) from the Victoria University of Wellington, recognized for its world-class computer graphics program and close collaboration with Weta Digital. My coursework focused heavily on 2D and 3D computer graphics, the rendering pipeline, real-time graphics, and computer vision.
A few of my more noteworthy projects include a 2D game engine based on ECS architecture, a 3D rendering engine (C++/DirectX 11/Win32), an app that supports editing a procedurally generated 3D terrain mesh in real-time (C++/OpenGL/Win32), a hydraulic erosion simulator (TypeScript, Three.js, WebGL), and computer vision tools for Gaussian Splatting and video stabilization using techniques like SIFT feature detection and RANSAC algorithms. I also enjoy experimenting with shaders and building video games in game jams.
I’ve lived in 10 different cities across 4 different countries, and have extensive experience working onsite and remotely with distributed teams across multiple time zones.
I’m also fluent in English and German.
Feel free to explore my projects or read about my current learnings and development work in my blog. Links to my professional profiles can be found at the bottom of the page.
Reading List
Up Next
- Foundations of Game Engine Development: Mathematics (1E)—Eric Lengyel
- The Nature of Code: Simulating Natural Systems (1E)—Daniel Shiffman
Currently Reading…
- 3D Game Programming with DirectX 12 (1E)—Frank Luna
Previously Read
- Computer Graphics: Principles and Practice (3E)—Hughs, van Dam, et al.
- Operating Systems: Three Easy Pieces (1E)—Andrea & Remzi Arpaci-Dusseau
- Beej’s Guide to Network Programming (1E)—Brian “Beej” Hall
- Game Programming Patterns (1E)—Robert Nystrom
- Design Patterns: Elements of Reusable Object-Oriented Software (1E)—Gamma, Helm, Johnson, & Vlissides
- UML Distilled (3E)—Martin Fowler
- MIT Press: Processing (2E)—Casey Reas & Ben Fry
- Effective Java (3E)—Joshua Bloch
- Stanford CS106B: Programming Abstractions in C++ (1E)—Eric Roberts
- Stanford CS106A: The Art & Science of Java (1E)—Eric Roberts
- Oracle Press: Java, A Beginner’s Guide (8E)—Herbert Schildt
- Eloquent Javascript (3E)—Marijn Haverbeke
- Understanding Complex Information Technology Solutions—Eva Heinrich
- SCRUM: The Art of Doing Twice the Work in Half the Time—Jeff Sutherland
- Foundations of Software Testing (ISTQB Certification)—Graham, Black, & van Veenendaal
- Beautiful Testing—Tim Riley & Adam Goucher
- O’Reilly: Introducing GitHub (2E)—Brent Beer
- O’Reilly: The Vi and Vim Editors (7E)—Robbins, Hannah, & Lamb
- O’Reilly: Learning the Bash Shell (3E)—Cameron Newham
- The Mac Command Line with Terminal—Joe Kissell
Updated: Feb 4th, 2026