Nikita Krupitskas Email & Phone Number
@amo.co
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Nikita Krupitskas is listed as Rendering Architect, Rust at amo, a with 150 employees, based in Serbia. AeroLeads shows a work email signal at amo.co and a matched LinkedIn profile for Nikita Krupitskas.
Nikita Krupitskas previously worked as Senior Graphics Programmer at Highwire Games and Senior Graphics Programmer at Keen Games. Nikita Krupitskas holds Bachelor’S Degree, Mathematics And Computer Science from Saint Petersburg State University Of Aerospace And Instrumentation.
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About Nikita Krupitskas
Experienced graphics programmer and a team lead with big passion for modern rendering techniques, low level hardcore optimizations and visual fidelity in general. Successfully released couple of games and non-game software.Led different size and combination teams from 3 up to 12 people at peak.Passioned to actually finish the projects which I'm working on and successfully release them to customers. I'm sure that me personally should do double/triple work so the artists and the tech artists could have simpler and brighter life and in the end bring more various and beautiful content to the players.
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Nikita Krupitskas work experience
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Senior Graphics Programmer
Project Enshrouded:Joined as Senior Graphics Programmer in the middle of the developement with in home engine called Holistic:* Evaluated current pipeline and frame performance* Decreased amount of barriers and synchronizations in frame* Implemented SDF generator for triangle mesehes* Integrated FSR2 / DLSS and Nvidia Reflex successfully, implemented techniques to make upscalers look better with our amount of fog and particles* Laid the foundation for Global Illumination which is based on world surface placed probes* Implemented Light Propagation Volumes technique from scratch for volumetric fog, unfortunately wasn't look good enough so come up with another idea* Implemented ambient probes GI for fog which reused rays from irradiance GI probes, reduced amount of leaking through the surfaces, increased the stability* Worked on animated terrain materials (like lava) and improved some quality for stochastic material blending* Was responsible for communication with Nvidia technical partners* Experimented with half resolution GI rasterization with spatiotemporal upscaling
C++ Lead Developer
Project Deios:Joined the team in the middle of development with existing Rust codebase, architecture and infrastructure.* Optimized current solution from average nonstable noninteractive renderer which could take up to 100ms to stable 16ms (with vsync, without vsync it was around 8ms)* Implemented data oriented design everywhere in the engine, where it was required to do to reduce overhead and make it run smooth.* Reduced amount of crashes* Reduced amount of synchronization primitives in the Rust codebase, reduced deadlocks, made some of work lock-free.* Contributed to WGPU ecosystem and fixed renderer bugsAfter first release I've understood that Rust and it's ecosystem is not mature enough for our requirements so I've decided to catch up current level of fidelity with C++. I've convinced CEO and CTO to give me that responsibility and they agreed.With C++ and one another developer we catch up one year developement rust project with two months.Most of data oriented decisions was made from day one.* Removed inter process communcation with Chromium for UI, we've picked Noesis UI.* Implemented crossplatform renderer based on BGFX, introduced Mac platform the for editor* Created network architecture and self updated application to reduce UX friction* Implemented command based system to have Undo/Redo and asynchronous execution of commands.* Released next improvement version very quickly so performance, stability and mac platform was available much sooner* Managed a team with one UI/UX designer, one QA tester and 3 C++ developers.
Lead Of Render Team, Senior Rendering Developer
Project Saints Row 3 Remastered:Led the development from the very beginning to the very release.Senior Graphics Programmer achievements:* Implemented and supported full PBR pipeline with HDR postprocessing* Implemented a volumetric fog system from scratch with help of compute shaders* Cascaded shadow maps* SSAO* SSDO/SSGI* Implemented prebaked cubemap based specular lighting and whole parallax correction* Supported probe radiance transfer based global illumination system.* Huge amount of tweaks on existed techniques like planar reflections, depth of field, motion blur.* XBOX One S and X specific optimizationsTeam lead achievements:* Drastically improved communication between art department, tech art and computer graphics programmers.* Kept track on team members, their motivation and workload.* Had two interns onboarding* Strategically reduced the amount of work for computer graphics department after direct conversations with CEO's CTO's of Volition, Deep Silver, Sperasoft.
Senior C++ Developer
Project AllView:C++ embedded with automotive industry and Qt. Implemented full network architecture design between android control application and headunit software. HMI (Human Machine Interface) development with QML and C++.Android application development - control application for a car head unit and instrument cluster. Project Qt Auto:Implement 3D renderer from scratch which ran well and stable on Nvidia Tegra.Used to visualize dynamic car and environment inside the headunit of the vehicle.* PBR + IBL - could read inside car sensor to adjust the lighting* Dynamic shadows (prebaked somewhere)* AO* Low Level optimizations to make it stable 60 fps
C++ Developer
Most work under NDA.Worked with RosCosmos.Increased the stability of computer vision and tracking algorithms- segmentation, optical flow, motion detection. Used naive machine learning techniques to improve the stability of the results.
C++ Developer Internship
After public release of webcam R200, I've implemented an application for a showcase called "Wallgram", which could "read" your emotions and adjust an environment around you (wallpapeper, lights, music).
Nikita Krupitskas education
Frequently asked questions about Nikita Krupitskas
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What company does Nikita Krupitskas work for?
Nikita Krupitskas works for amo.
What is Nikita Krupitskas's role at amo?
Nikita Krupitskas is listed as Rendering Architect, Rust at amo.
What is Nikita Krupitskas's email address?
AeroLeads has found 1 work email signal at @amo.co for Nikita Krupitskas at amo.
Where is Nikita Krupitskas based?
Nikita Krupitskas is based in Serbia while working with amo.
What companies has Nikita Krupitskas worked for?
Nikita Krupitskas has worked for Amo, Highwire Games, Keen Games, Dungeonfog Gmbh, and Sperasoft.
How can I contact Nikita Krupitskas?
You can use AeroLeads to view verified contact signals for Nikita Krupitskas at amo, including work email, phone, and LinkedIn data when available.
What schools did Nikita Krupitskas attend?
Nikita Krupitskas holds Bachelor’S Degree, Mathematics And Computer Science from Saint Petersburg State University Of Aerospace And Instrumentation.
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