Matthew Berger

Software Engineer

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A 3D game engine with multiple graphics backends, written in Rust. This is being developed in conjunction with a horror game that lives in the same repo.

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A small cross-platform 3D game engine, using OpenGL for rendering. This project was my introduction to a variety of modern rendering concepts.

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Frost ❄️

A small but cool interpreted programming language. This project includes a full lexer, parser for building an abstract syntax tree, and an evaluator. No lexer or parser generators were used for this project, and the entirety of the project was written in the Rust programming language.

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A gltf scene renderer using OpenGL and written in Rust. The knowledge gained from this project was used to write an OpenGL backend for Dragonglass.

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OpenGL Superbible Rust Port

A Rust port of the OpenGL superbible, eighth edition. This includes an implementation of a KTX parser and a parser for the superbible-specific 3D model format.

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Rust Raytracer

A brute force ray tracer implementation following the "Raytracer in a Weekend" book. The project also includes a partial implementation of features from the second book in the series.

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An Ogre3D 1.9 and C++ project template that uses CMake to setup an Ogre development environment quickly and easily. I created this so that students in my game engine architecture class could easily get started, as setting up a development environment was tricky.

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Sierra Nevada Corporation (Aerospace and Defense)

Software Engineer III

  • Developed robust aerospace imaging software capable of collecting and orthorectifying gigabytes of pixel data per second during a flight.
  • Saved months on project completion time by architecting a highly asynchronous software simulator for physically unavailable hardware necessary for flight.

Scientific Games

Software Engineer

  • Collaborated with remote engineers to integrate TextMeshPro into a Unity-based production casino game development framework.
  • Assessed and resolved batches of defects quickly that were crucial to the release of major games.

Hamilton Robotics

Software Engineer

  • Designed and built safety-critical software in a cross-disciplinary environment that calibrates and operates liquid-handling medical robots.
  • Reduced development time for new calibration routines from two months to less than two weeks by consolidating multiple applications into a single GUI and reusable-plugin framework.
  • Decreased development environment setup from a day to a few clicks by creating a bootstrapper that installs dependencies and configures settings on a Windows virtual machine.
  • Worked directly with Hamilton's largest OEM customer to architect an application that commands the firmware in their robots for rapidly diagnosing and resolving mechanical issues.
  • Mentored new hires and interns on team processes and coding practices.

Hamilton Robotics

Software Engineering Intern

  • Decreased time spent quality testing robots by more than a week per robot by automating the process of gravimetric analysis.
  • Saved developers hours of time per day on common tasks by creating a suite of in-house tools.
  • Improved instrument sales by creating software adapters for both SiLA and non-SiLA compliant devices through collaboration with third-party device manufacturers.

Washoe REOC

Database Application Developer (Contract)

  • Created a SQL database and web application for emergency response teams to quickly search local subject matter expert contact information.


University of Nevada, Reno

August 2013 - December 2017

Bachelor of Science in Computer Science and Engineering

Minor in Mathematics