Scott has spent four years at Wargaming, working on game engine architecture and render systems using c++. He has also spent 8 years using c++ in a games and HPC setting whilst working on Depth Analysis' MotionScan product, as seen in L.A. Noire. He has a love for performance optimization; something that's often needed in low-level game engine work. Scott is passionate about the c++ language and utilizing it most effectively to engineer effective high-performance solutions.