Personal Details
Passionate Graphics Programmer with hands-on experience in real-time rendering and shader development.
I thrive in collaborative environments, leveraging my problem-solving abilities to tackle complex visual challenges.
In my free time, I dive into cutting-edge rendering techniques, constantly experimenting and refining my skills through personal projects.
I’m eager to contribute to innovative game development and push the boundaries of visual storytelling.
Skills
Mainly working using C++ and HLSL.
Graphics API's:
Learned about graphics API using OpenGL 3.X
Did some personal research experiments using OpenGL 4.x (including a small pathtracer using handwritten compute shaders)
Daily working with DX11/HLSL.
Learning about Vulkan in my spare time.
Game engines:
I have worked with some custom engines and UE4, and I have used Unity for some small personal projects.
Source Control:
Mainly using P4
EDUCATION
BTEc Level 5 HND in Computing And Systems DevelopmentESAT [2015–2018]
Graduated with Distinction.
Relevant modules:
Final Project | Distinction |
---|---|
3D Graphics Engine | Distinction |
Data Structures And Algorithms | Distinction |
AI Systems | Distinction |
Unreal Engine 4 | Distinction |
BSc(honours) Computer Science for Games
Sheffield Hallam University [ 2018 - 2019]
Top mark in the year
Relevant modules:
Final Project | First |
---|---|
3D Games Prototyping | First |
Effective C++ | First |
Realtime 3D | First |
Experiences
Focus on compute shader optimization and engine performance.
I collaborate closely with artists to streamline shader workflows and enhance performance.
I also develop in-engine tools that empower artists to implement new features efficiently.
Additionally, I work on optimizing the game engine, ensuring smooth and high-performance experiences for end users.
Primarily focused on GPGPU programming.
Collaborating with the VFX team to develop and integrate new features, enhance engine usability, and expand debugging capabilities.
My work emphasizes optimizing performance while improving the overall development experience for technical and creative teams alike.
Environment: C++ Dx11/HLSL.
Primarily focused on learning and implementing modern real-time VFX rendering techniques, while collaborating with the VFX team to enhance engine performance and capabilities.
I actively explore cutting-edge rendering methods to push the boundaries of visual effects in real-time environments.
Environment: C++ and Dx11/HLSL.
Gaining hands-on experience in a professional game development environment, with a focus on how real-world development processes impact engine design.
I’m learning to collaborate effectively across disciplines, including communication with artists and tools teams, to align on shared goals and enhance client-side experiences.
My primary role involves working within the VFX team to improve the engine’s visual effects capabilities.
A team we had when studying at Esat, developing a game and learning Unreal, and released on Steam.
My contributions are mainly related to gameplay.
- Main character movement
- Enemies behaviour and movement
- Main Menu Design & Implementation
- Implementation of local multiplayer
Being part of a team of 2, we learned OpenGl at the same time we developed a 3D Game Engine, capable of PBR rendering, deferred rendering, and
lots of postprocesses, like SSAO, SSR, Bloom etc…
In order to understand the rendering pipeline.