Software engineer with a background in physics, focused on simulation systems, computational geometry, and research-oriented software development.
I am particularly interested in implementing mathematical models and academic algorithms in practical software systems, especially in graphics, simulation, and real-time environments.
Surface to Air (S2A)
A simulation and defense management game built in Unreal Engine. The project combines real-time environments, systems simulation, and historically inspired engineering design.
Iben–O’Brien Crack Algorithm Implementation
Implementation of the crack propagation algorithm from Generating Surface Crack Patterns (Iben & O’Brien, 2006).
The project explores stress tensor computation and fracture propagation on triangle meshes.
I have worked across startups, large-scale production systems, and research and experimental projects.
Past roles include:
- Senior Software Engineer on the Azure Search team at Microsoft
- Software Engineering Technical Specialist supporting avionics laboratory systems at NASA
- Independent and consulting software development across multiple industries
My academic background is in physics (B.S., University of Houston), with research experience in instrumentation and large-scale data processing.
- Simulation systems
- Computational geometry
- Graphics and real-time rendering
- Physics-informed software systems
- Research algorithm implementation
- Systems and infrastructure engineering
C++
Rust
Unreal Engine
Python
Docker / Kubernetes
Cloud infrastructure (Azure / AWS)
Tools frequently used for graphics and asset pipelines include 3ds Max and Substance.
- Forthcoming
Portfolio: https://danielprejean.com
LinkedIn: https://linkedin.com/in/daniel-prejean


