My name is Megan Friedenberg. Currently, I am a rendering engineer at Walt Disney Imagineering in Los Angeles, CA.
I graduated in August 2023 with a master's degree in Computer Science from University of Southern California. This past December 2022, I graduated with a bachelor's in Computer Science, also from USC, and I've been lucky to have been advised by Matthew Whiting for both degrees.
My interests lie in engine programming, including but not limited to real-time rendering, animation programming, tooling,
VR/AR, and embedded systems. I've previously worked at Playstation
as a graphics programmer, completed a technical art internship at
Insomniac Games
and two engine tooling internships at Disney Media on the
real-time team.
Walt Disney Imagineering | Rendering Engineer
January 2025 - Present (Managed by Angela Jay)
Making magic!
San Diego Studio | Graphics programmer (mid)
November 2023 - Novemeber 2024 (Managed by Lee Blum)
Specializing in tooling for cloth, hair, and characters for MLB The Show.
Insomniac Games | Technical Art Intern
June 2023 - September (Managed by Mike Fitzgerald)
Expanding and refactoring tech anim tooling for Marvel's Spider-Man 2 and Wolverine.
Disney | Real-time Developer Intern
May 2022 - December 2022 (Managed by Evan Binder)
Developed tools - custom FBX exporter and shot creator - to support content creation pipelines in Unreal such as real-time animation, sports visualization, and motion capture.
Deferred Lighting+Rendering | DX12 Directed Research
Dec. 2022 | Contact for code.
Developed a deferred renderer with deferred lighting for senior year directed research.
Depth, normals, specular are in their own render targets. One pass per light with a bloom mask.
Prime Engine Development
Jan. 2023 - May 2023 | code.
Prime Engine is a low-level game engine made by Artjoms Kovalovs, where I expanded and implemented several systems (physics, animation) and a full navmesh system to simulate crowds.
Custom Game Engine
Jan. 2022 - May 2022 | code.
Developed using DirectX11/hlsl, multi-threading, and an asset pipeline from Blender. It also features 3D collision detection, skeletal animation, normal mapping, multiple render targets, mipmapping, and billboarding. Shaders include Valve's Half Lambert, bloom, a toon shader, and skinning.
Networked UE5 FPS
Oct. 2022 - Dec. 2022 | Contact for code.
Utilizing the Steam Developer API, this FPS can connect to other Steam clients. Players can chat and leave in-game tags that are saved as level metadata. Timed grenades can blow both players up.
Character Deformer
May 2023 | code.
Given a character skeleton and its skinning weights. This program can animate the skin mesh through forward kinematics (FK) and inverse kinematics (IK).
Motion Capture Interpolation System
Jan. 2022 - May 2022 | code.
My implementation and evaluation of different interpolation schemes (linear vs. Bezier) to interpolate human mocap data with different representations (Euler angles vs. Quaternions).
Jello!
Jan. 2022 - May 2022 | code.
Jello! is a physically-based simulation of a jello cube inside a cornell-box force field. It's modeled by a mass-spring system, capable of handling collisions, and rendered with OpenGL.