Marco Gomez
Software Engineer
Real-time graphics, bit-perfect deterministic simulations, game engines development, multiplayer and distributed systems, and high-performance web.
About Me
Hi! I'm Marco Gomez, a Principal Software Engineer based in the United Kingdom, specializing in high-performance web applications, real-time 3D graphics, and interactive experiences.
For about 31 years I've been building software across a wide range of industries, eventually focusing my career on performance optimization, rendering technologies, and interactive experiences powered by WebGPU and WebGL.
Throughout my career I've led engineering teams, designed large-scale full-stack architectures, and built products like massively multiplayer online 3D platforms, game engines, renderers, games, developer tools, and web applications that push browsers beyond what most people think they're capable of.
I enjoy solving engineering problems where performance, scalability, and user experience matter equally.
Games I've Built
From fun Game Jam side projects to full blown polished experiences. All games
- TankZ Tiny Tanks in a Dungeon Crawler, because why not? Shoot the walls to hit around corners, and keep in mind your enemies do that too.
- Match Pop Swap two jewels to match three. Make bigger matches to create special jewels. Well, you know what to do.
- Limits The world runs on 16k of RAM. Every game entity has memory cost. A full memory makes the Garbage Collector angry.
- Blitz The classic river shooter returns. Fly dangerously low, blast everything, don't run out of fuel, and try not to die.
- TetherRun A tribute to speed runs: a momentum platformer with the need for split-second reflexes. Finishing is never enough.
- Stack Master the art of stacking tetrominoes before the well runs out of room.
- Jubilee Help the Jubilee crow eat as many kernels as possible while avoiding a psychotic hippie old lady who demands a toll in feathers.
- Solitaire The desktop classic Klondike, rebuilt. The chillest of all games, with some nostalgic bells and whistles.
Tech I've Crafted
Gaming tools, apps, and tech demos. Things I build to build other things. All tech
- Calendar One sky with many ways to count. A live model of our Solar System, and its relationship with our many date systems.
- Life An endless particle-life universe computed on the GPU. Attraction matrices breed creatures, mutation waves reshape them, and the viewport plays them as music.
- GameJam Character Tools Import a rigged avatar, retarget Mixamo clips onto the UE5 Manny skeleton, and export a game-ready GLB.