United Kingdom
Experienced Software Engineer in C++ and Rendering.
- Developed rendering technologies for the Orion project, AR glasses combining the look and feel of a regular pair of glasses with the immersive capabilities; - Developed Intermediate Graphics Library (IGL); - A member of the Khronos workgroups from Meta.
- Designed and developed rendering engine for Mapbox Vision SDK (OpenGL ES3, Metal); - Developed rendering algorithms for AR, patented “Rendering Augmented Reality with Occlusion”; - Developed mapbox-gl-native rendering engine for maps (3D terrain rendering and other features).
- Developed rendering engine (OpenGL ES2, OpenGL ES3, Metal, Vulkan) in C++ for MAPS.ME project, offline maps for iOS and Android; - Was a tech lead in MAPS.ME product team, was responsible for rendering and core C++ libraries, set up technical direction for product in collaboration with iOS and Android tech leads; - Implemented multiple systems for client-server communication (bookmarks cloud backup, real time analytics, travel guides synchronization); - Profiled and optimized performance of MAPS.ME that was able to fully work on low-capable devices.
- Developed internal tools in C++ and C# to support game publishing business of Alawar; - Developed common game libraries for game studios publishing games in Alawar; - Developed games for iOS and Android in internal studios of Alawar (Montezuma Blitz, Farm Frenzy and Friends, Epic Forces and others); - Supported technical production in external and internal game studios working with Alawar (audit, code review, consultations).
- Improved, maintained and optimized rendering engine (based on Nebula 2 Engine); - Implemented rendering algorithms (soft shadows, postprocessing, sky rendering, rain and snow rendering, realtime reflections and others); - Integrated Direct3D 11 renderer and multi-screen rendering; - Developed new world editor on C# and Ogre3D.