About
Background
’m Natasha Kononenko, an experienced developer based in Seattle, WA, with six years of professional experience in software engineering. Most recently, I worked at Google, specializing in ML compiler development on the IREE team. My role focused on translating high-level models into efficient, low-level operations to optimize performance—a skill that feeds directly into my love for solving complex technical challenges in game development.
I earned my BSc from Worcester Polytechnic Institute, where I double-majored in Computer Science and Interactive Media & Game Development. During my time there, I interned with MassDigi’s Summer Innovation Program as a Producer and Programmer, where I guided a team through the end-to-end development of a 3D mobile game, Hyper Thunder Run 198X. That early experience solidified my passion for the collaborative, multi-disciplinary nature of making games.
Game development has always been my dream. I thrive in every part of the process—from prototyping systems to crafting polished art and animations. Whether I’m breaking down complex engineering problems or stepping outside my comfort zone in a game jam to focus on design or illustration, I bring a versatile and collaborative mindset to every project.
Skills
Languages
C++
C#
Python
Java
Engines
Unity
Godot
Unreal Engine
ML
Tensorflow
PyTorch
Jax
TFLite
Tosa
Frameworks
LLVM
MLIR
Cmake
gcc
git
Art Software
Maya
Zbrush
Procreate
Pixaki
Experience
Began in the Engineering Residency program, exploring diverse roles like Android development for Google Maps and sensor-based research in Google Research.
Joined the IREE team in Google Research (later DeepMind), building a hardware-agnostic compiler for ML applications. Played a key role in breaking down complex mathematical operations (e.g., matrix multiplications, convolutions) into optimized implementations.
Grew with IREE from an early-stage project to a widely adopted tool with 200+ contributors.
Currently working on ML application towards hardware design.
MassDigi Summer Innovation Program
Led the development of Hyper Thunder Run 198X, a 3D mobile game, as Producer and Programmer.
Balanced team vision and scope, ensuring the project stayed on track while keeping the team motivated.
Built frameworks and tools to streamline workflows for artists, including level generation tools and systems.
Personal projects
I’ve been passionate about games for as long as I can remember. Game development lets me combine my technical curiosity with my love for art and design—a perfect blend of logic and creativity. My personal projects reflect this balance, as I often use them to explore areas outside my comfort zone, like animation, storytelling, and level design. These experiences not only make me a better developer but also help me understand and collaborate with teammates from diverse disciplines.
Please check out my projects here.