Graphics programmer based in Montreal
Game Graphics Programmer @ Behaviour Interactive from 2019
C++ graphics programmer currently working on Dead by Daylight with the aim to improve quality, stability and performance across all platforms supported (PC, Xbox One, Playstation 4 and Nintendo Switch). Responsibilites include:
- Maintaining, implementing Unreal Engine changes and delving deep into its internals when needed
- Working closely with artists and providing rendering support and features needed for gameplay systems
- Profiling, optimizations and re-factoring, while aiming for 16ms per frame
- General bug-fixing and stability improvements
Game Graphics Programmer & Engine Graphics Programmer @ Gameloft Bucharest from 2011 until 2019
As part of the engine team, I developed and worked on rendering features and tools to power future games on a large variety of devices (iOS and Android). Contributions include:
- Modern rendering features and integration in the editor (physically based shading, irradiance volumes, etc.)
- Porting deferred renderer to low-end iOS Metal devices
- Forward renderer for low-end OpenGL iOS and Android devices
- Rendering and culling architecture
- Improvements and optimizations to shadow rendering
- Tools development and support for rendering (asset loading, editor integration, etc.)
- Qt UI graph node editor to support framegraph and particle systems editors
- Support provided to games using the engine, profiling and optimizations
While part of the game team, I worked to push the rendering quality of titles such as Blitz Brigade, Sniper Fury, Captain America: The Winter Soldier and Asphalt: Street Storm Racing by working closely with the art and gameplay teams on:
- Stylized shading to convey the look of some games (comic-book look, toon shading, etc.)
- Adopting some post-processing effects from consoles and PCs (god-rays, depth of field, etc.)
- Transitioning to shadow mapping in many of the titles
- Rendering support for gameplay systems, profiling and optimizations
Associate Teaching Assistant @ University Politehnica of Bucharest in 2012
As a laboratory assistant for the Elements of Computer Graphics Course, I taught computer graphics notions, prepared tasks and one of the four homework assignments.
electrum
Currently working on a personal side-project called electrum. It is a tiny renderer made in Rust with Vulkan as an attempt to learn the language and gain experience with modern rendering APIs. It has aspirations of being a demotool in
the future, but it is in very very early stages.
Shadertoy profile
University Politehnica of Bucharest, Faculty of Automatic Control and Computers
M.Sc. in Graphics, Multimedia and Virtual Reality from 2012 to 2014 and B.Sc.Eng in Computer Science from 2008 to 2012.