Experience writing compute shaders, animation systems, optimising pipelines and real-time vfx.
Passionate about games and have led and delivered many creative and digital projects.
Something cool
- worked mainly with matchmaking and optimising on-demand and dedicated multiplayer servers.
- programmed a background session loader and writing gameplay code designed for multiplayer.
- oversaw the whole pixelstreaming pipeline and optimised the user experience to reduce loading times
developed proper world partitioning integration for faster level streaming on a multiplayer open world!
- programmed Jenkins pipelines, linter and build automation processes to optimise workflow
- acted as a lead technical artist on the Clarins Immersive experience where i produced a variety of niagara effects from metaballs to vortexes.
- produced audio-reactive visuals for a permanent Sennheiser exhibit with 800 LEDs through compute shaders and a niagara.
DDS
- Compute shader spatial binning
- Compute shader sphere repulsion
- Compute shader procedural vegetation systems; append/consume buffers
- Compute shader procedural terrain and actors
Priveekollektie x DDS
- Distance matching bird and butterfly flight cycles
- Plant rigs and physics
Different Tales x Focus Entertainment: Our Life on Water
- AI & Navigation
- 24-hour sky and weather system
- Cloud formations
- Mocap with Mocap Games
- Locomotion
- Animation Tools | Distance Matching & Stride Warping
- Profiling for Consoles
Riot Games: League of Legends: Wild Rift: Battle of Baron
- Estimating & Budgeting
- Animation Programming
- Gameplay Programming
- Mickey & Minnie Tech Lead
-- Mecanim / Kinect Animation Systems
-- Falling Snow, Rain
-- Interactive Snow, Raid
- Butterfly Systems
-- Baked Animation To Texture Data
-- CPU Butterflies
-- DH TFL Advert
-- DH HG Projection Mapping
- GPU Toolkit
-- Boid/Flocking Systems
-- Spline Animation