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Hello! I'm Drew

​

​Adaptable tools engineer with experience spanning games, defense, fintech, and simulation. Skilled at partnering with both technical and non-technical teams to translate complex needs into clear engineering plans and deliver scalable, maintainable solutions. Known for strong communication, cross-disciplinary collaboration, and the ability to execute from concept through implementation.

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Drew Nelson

ForzaTech Tools Technical Lead 

 

Phone:

818-336-2114

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Email:

DrewNelson1991@gmail.com

 

Location:

Renton, WA / Greater Seattle Area

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EXPERIENCE
EXPERIENCE
March 2021 -  Present

ForzaTech Tools Technical Lead

Turn 10 Studios

  • Develop and maintain Fuel, the primary editor used to build Forza Motorsport and Forza Horizon content, delivering new features, workflow improvements, and long-term tooling support for art and design teams.

  • ​Led a major overhaul of Shotcaller, the in-editor screenshot and replay capture system.​

    • Expanded functionality beyond media use to support automated multi-car capture workflows for the Cars team.​

    • Collaborated with art, media, and vehicle teams to improve robustness, scalability, and adoption across disciplines.

  • Designed and built the Material Retargeting Tool (MRT), a critical system for shipping Forza Motorsport (2023).

    • Enabled conversion of Gen8 vehicle materials to Gen9 through a reusable XML-based ruleset system.​

    • Reduced per-car conversion time from weeks to hours, with batching support for large-scale processing.

    • Coordinated with Playground Games to extend MRT for Forza Horizon 6 content needs.

  • Architected V-Ray Direct, a new lightmap baking pipeline that bypassed 3DS Max by integrating directly with the V-Ray SDK.​

    • Reduced ambient occlusion bake times from 12 hours to ~1 hour per track.​

    • Partnered with lighting and pipeline teams to build a headless baking system integrated into nightly build jobs.

  • Co-developed STARS (Satellite to Automated Road Splines), collaborating with AI, design, and track teams to prototype a workflow that generated road splines from satellite imagery directly inside Fuel.​

  • Serve as technical lead for ForzaTech Tools:​​

    • Define technical roadmaps, breakdown features, and coordinate with content, production, and engineering teams.​

    • Build foundational systems before delegating work, ensuring scalability, maintainability, and code quality.

    • Mentor engineers and uphold engineering standards across the tools codebase.

May 2017 - March 2021

Software Architect

1stMILE

  • Contributed to development of the 1stMILE point-of-sale system and SDK, enabling merchants to process transactions and integrate financing options.

  • Designed and implemented the Credit Facility, streamlining multi-lender credit and loan applications with automated data transfer and compliance with lender-specific nomenclature.

  • Led development of Text 2 Apply, a web application extending credit facility functionality to mobile users via text-based workflows.

    • Built with JavaScript/React, featuring dynamic branding customization for merchants.​

    • Created an auto-input testing system later adopted by sales teams for training and demonstrations.

    • Developed an automated deployment pipeline, reducing release times and improving reliability.

  • Collaborated extensively with executives, sales, support, and customer teams to translate business needs into actionable engineering solutions.

  • Served as the software architect for the company’s technology:

    • Led a team of 3 engineers to deliver scalable, maintainable systems.​

    • Provide clear technical direction and task breakdowns.

May 2016 - May 2017

Software Engineer

Technology Unlimited Group

  • Developed software systems for the U.S. Navy to control and train operators on shipboard satellite antennas.

  • Focused on building a simulator to emulate antenna behavior when physical hardware was unavailable, ensuring reliable testing and training workflows.

  • Designed and implemented a playback system within the simulator, enabling sailors to run, pause, and repeat training scenarios for hands-on practice.

  • Analyzed detailed hardware documentation to replicate antenna behaviors accurately in software.

  • Utilized Java and the Swing library to build user interfaces and core functionality for simulation and playback features.

  • Strengthened ability to translate complex hardware specifications into intuitive, user-facing software systems.

May 2015 - February 2016

Software Engineer

Teradyne

  • Developed software systems to automate testing of embedded chips, supporting diverse hardware requirements.

  • Implemented functionality in C# for a conversion tool that transformed detailed Excel-based test specifications into C++ code used for chip validation.

  • Strengthened expertise in bridging user-facing input systems with backend code generation, improving efficiency and consistency in test development.

May 2013 - May 2015

Embedded Software Engineering Intern

Northrop Grumman

  • Contributed to rapid prototyping engineering process, supporting iterative development of embedded systems.

  • Authored and maintained design documentation by analyzing Objective-C source code and translating technical implementations into clear system-level explanations.

  • Collaborated with engineers to ensure documentation accurately reflected evolving prototypes and design changes.

  • Utilized internal testing tools to configure and execute unit tests, assisting with validation when team members were unavailable.

  • Strengthened ability to bridge technical detail with clear communication, ensuring cross-team understanding of complex embedded systems.

EDUCATION
EDUCATION
2019-2022

Master's of Science

Computer Science and Software Engineering

University of Washington, Bothell

Research Focus: Physics-based Caustic Illumination​

  • Specialized in research-focused coursework, emphasizing reading, analyzing, and reproducing results from academic papers in computer science and graphics.

  • Capstone Project: Real-Time Caustic Illumination

    • Designed and implemented a non-raytraced approach to rendering caustics in real time.​

    • Developed a system leveraging a “caustic map” generated across multiple frames to produce realistic light refraction and reflection effects.

    • Conducted independent development over one year, guided by faculty mentorship, including literature review, algorithm design, and experimental validation.

  • Strengthened expertise in graphics programming, rendering techniques, and performance optimization through applied research and implementation.​

2009-2014

Bachelor's of Science

Computer Science

California State University, Northridge

Honors Graduate

  • Completed comprehensive coursework in algorithms, data structures, operating systems, software engineering, and computer architecture.

  • Developed strong communication and collaboration skills through team-based projects and presentations, consistently emphasized across CSUN’s computer science program.

  • Extracurriculars:

    • VEX Robotics Team — Designed and programmed autonomous robotic systems, strengthening applied problem-solving and collaborative engineering.​

    • Brain-Computer Interface (BCI) Graduate Research Team — Volunteered on a project developing a wheelchair controlled by neural and gyroscopic input.

      • Implemented gyroscopic input capture and translation into real-time movement control.​

      • Assisted with lab setup and testing protocols.

​

SKILLS
SKILLS
Languages

C#

Python

C++

HTML

Java

Javascript

CSS

KQL

Libraries/Frameworks

.NET

WinForms

WPF

React

Tools

Unreal Engine

Git

ADO

Visual Studio

Perforce

Team City

VS Code

BitBucket

Visio

Unity 3D

Kusto

Other Skills

3D Math

Time Management

SW Architecture

Problem Solving

Microsoft Office

Teamwork

Project Planning

Patience

CONTACT
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