Architecture / Computer Graphics / Optimization

When the obvious
solutions fail.
Bring us in.

We solve the engineering problems that have other teams stuck. From complex web architecture and computer graphics to game optimization and business automation, Aporime turns difficult constraints into working software.

Understand the whole system.Find the actual bottleneck.Own the solution.

01 / Selected experience

Hard problems.
Concrete results.

The following work highlights projects our founding members led or played key roles in, both before and at Aporime.

01 / WEB ARCHITECTURE

Design & print at retail scale

Architected design and print systems serving Staples, Costco, Walmart, and other retailers. Led a large engineering team to replace the Staples Design & Print platform, supporting complex retail workflows at scale.

The workflow imported designer-created templates, let customers customize them with real-time rendered previews, and generated final print-ready files for delivery to print facilities. The work covered the overall architecture and 2D rendering optimization across that pipeline.

Web architecture2D renderingPrint production
02 / GAME RENDERING, PORTING & OPTIMIZATION

Graphics under demanding constraints

Developed and maintained rendering engines, ported graphics across console and PC platforms, and optimized game performance. Highlights include end-to-end rendering engine development for Warhammer 40,000: Space Marine, Minecraft rendering engine porting to Nintendo Switch, and Bedrock graphics and performance optimization.

Rendering enginesGraphics portingPerformance optimization
03 / ENGINEERING LEADERSHIP

Building a Silicon Valley engineering hub

Established an overseas programming office for a Silicon Valley startup and grew it into the company's largest programming office. Built the team and the engineering capability to take on complex software delivery. Experience also includes graphics team leadership on Halo 5: Forge for PC.

Team buildingTechnical directionDelivery
04 / PUBLISHING AUTOMATION

RecordPress Books

Automated the book publishing pipeline end to end. The team can now change the content and generate final, uploadable ebook files in less than one minute, removing the burden of repeatedly preparing publication files by hand.

Workflow automationEbook generationUnder 1 minute

02 / How we help

The difficult part is our focus.

/ 01

Business automation

Turn repetitive work into reliable pipelines. Connect systems, automate publishing and production, and give your team time back.

/ 02

Software & web architecture

Untangle complex systems, replace critical platforms, and design services that can support the next stage of your business.

/ 03

Rendering & game optimization

Optimize rendering engines and game performance, port graphics across platforms, and resolve bottlenecks in low-level systems. Bring the same performance expertise to demanding web and business software.

03 / Client relationships

Trusted when the
problem gets difficult.

Publishing, product development, and engineering support. Clients turn to us to work through uncertainty and take responsibility for the implementation.

RecordPress BooksYD MediaEden IndustriesSF Bay Area startup
“Aporime automated our publishing workflow so we can update the content and have final, uploadable ebook files ready in under a minute. As CTO, I value taking repetitive file preparation off our team’s plate and letting them focus on the books instead.”
D. KimCTO, RecordPress Books
“Since then, they became our best friends who solve any problems that we cannot do internally.”
Kyle LeeCEO, YD Media
“Pope also helped us with network, server-side issues,… anything needed to make our product to work.”
H. NguyenCTO, a game startup in SF Bay Area
“With nothing more than the goal of getting the game rendering on those other platforms, they did whatever was necessary to achieve it.”
Ryan VandendyckCEO, Eden Industries

04 / Selected projects

A few highlights
from the work.

Selected projects from our founding members' experience. There is more we would love to share, but client confidentiality limits what we can show publicly.

Minecraft

Ported Minecraft's rendering engine to Nintendo Switch by implementing graphics APIs modeled after DirectX 11 and DirectX 12 on top of Nintendo's native graphics API. Also worked on Bedrock graphics and performance optimization on Xbox One and other platforms.

Warhammer 40,000: Space Marine

One of two graphics programmers developing and maintaining the rendering engine from beginning to end.

Halo 5: Forge

Graphics team leadership on Halo 5: Forge for PC.

Eden Industries

Citizens of Earth rendering engine porting to PlayStation 4, Wii U, PS Vita, and Nintendo 3DS, plus contributions to Toy Soldiers 1 and 2.

Architecture. Computer graphics. Optimization.

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