Technical Director with extensive experience in AAA game development, AI-driven systems, and real-time rendering. Passionate about game optimization, procedural content generation, and high-performance computing. Adept at leading engineering teams, scaling technology stacks, and aligning technical strategy with business goals.
- Specialties: Game engine architecture, AI in game development, performance optimization
- Programming Languages: C, C++, Rust, Python, C#
- Game Engines: Unreal Engine (UE3/4/5, UEFN), Unity3D
- Platforms: PC, Xbox, PlayStation, Nintendo Switch, Stadia, Mobile
- Current Focus: AI-driven game mechanics, procedural content generation, and performance profiling
Follow my journey to learn Rust through the WebGPU implementation in Rust (Wgpu).
A Unity DOTS and ECS implementation of the classic Tanks! sample, optimized for high-performance gameplay.
Exploration of Vulkan graphics API, including real-time rendering techniques and low-level GPU programming.
Implementation of ray tracing concepts in C++, focusing on rendering optimizations and advanced graphics programming.
Research and experimentation with Rust-based ECS for game development and real-time simulations.
- Engaging in game engine development, optimization, and AI research.
- Open to collaborations on open-source projects related to game development and AI.