United Kingdom
Improving the GPU features, performance, and robustness of the Android Emulator. Before 2024, worked in the Android GPU team as a TL, to improve the tools and Vulkan driver quality.
Worked on multiple R&D and PS5 related projects by analyzing low-level hardware features and developing solutions that'll help the game developers achieve high performance graphics on the platform. Projects utilized various features including; * Next-generation geometry pipeline * Deferred rendering * Ray tracing * Machine learning
Worked on Tom Clancy's The Division 1 and 2 games, implemented new rendering features and various optimizations for the Snowdrop game engine. Worked on Tom Clancy's The Division 1 and 2 games, implemented new rendering features and various optimizations for the Snowdrop game engine. * Refactored the entire PS4 render backend for a better render state and shader resource management. * Major improvements in the GPU-based light culling system and scalarization optimizations. * Implemented command buffer chaining to improve CPU utilization and avoid GPU starvation. * Developed visualization tools for artists and implemented numerous bug fixes.
We were only eight people when I first started to work at TaleWorlds. It was great to be able to start effectively contributing to the game in the very first days and help the company getting bigger in the following years. Being a graphics-oriented engine programmer in such a small team and working together with artists to develop their vision, made me learn many aspects of the game programming including production and team dynamics. * Contributed to the patches of the vanilla Mount&Blade game and achieved remarkable performance optimizations. * Implemented, maintained and optimized the entity hierarchy system, shaders, post effects, rendering engine and integrated Havok Physics for Mount&Blade: Warband. Helped the modding teams on optimizing their content and implemented features to reduce memory consumption. * Managed and worked on the development of M&B: Warband for multiple platforms. * Created 3dsmax exporter plugin for the engine with custom morph and animation optimization controls. * Redesigned the animation system and implemented a graph based solution with support of physics based animations and IK. Implemented a custom retargeting system to adapt old animation content to new skeletons. Added facial animation support using GPU blend shapes which is also able to animate facial attachments correctly without any keyframe data provided by artists. * Designed and implemented the task based multi-threading features of the engine which also supports following features: on-demand texture and shader loading, skinned instancing with auto-atlas texture creator for crowded scenes, deferred pbr lighting, custom profiler tools, optimized flora rendering and various post effects. * Managed the implementation and features of the in-game editor and the custom integration tools.