For the first 5 years I worked on Embark’s in-house Rust engine. Where I basically functioned as the lead rendering engineer.
I was responsible for the entire renderer. Meaning both the low-level rendering code and lighting features.
After the in-house engine got shelved, I started working on Arc Raiders and THE FINALS.
Here my main focus has been improving our probe-based dynamic global illumination, reflections, and more. But I also spend a lot of time optimizing memory usage and performance.
For my bachelors I did my internship at Traverse Research where I worked for Embark Studios as a contractor. I joined Embark’s creative playground project as a rendering engineer. This project uses an in-house engine built from scratch using Vulkan written in Rust.
During this internship, I added virtual reality support to the engine and did the initial Android port. Also, I replaced their bling-phong shading with a physically based shading model and added image based lighting. Before I started full time at Embark, I briefly worked on a Rust -> SPIR-V compiler, where I wrote a structurizer.
In my 3rd year, together with a team of 7 people, we created a real time hardware accelerated hybrid ray tracer using DirectX 12. We integrated this renderer into Autodesk Maya as a viewport replacement to help artists iterate faster. I was the lead developer on this project.
In my 4th year, I worked on a project experimenting with mesh shaders. Here I tried to achieve greater geometric density by using instancing, tessellation and advanced culling techniques with mesh shaders. I also implemented a hybrid path tracer with approximate subsurface scattering, clear coat and anisotropic materials.
I did a 6-month-long internship at Team6 where I worked on racing games implementing gameplay features such as missions, a minimap, diegetic UI, weapon systems and more using Unreal Engine 4. I worked on Road Rage, Monster Jam and a canceled title
I completed this 4 year degree in 2 years by taking an accelerated path. During these 2 years I created a bunch of small games. Allowing me to focus on all parts of game development like design, production, art and programming. I mainly focused on programming during this time and created my own OpenGL renderer for some of the projects and started playing with Vulkan.