I am a dedicated C/C++ programmer with strong analytical skills and a healthy sense of humor. Solving complex rendering problems under real-time constraints on a variety of hardware is the challenge I am constantly looking for. With over twelve years of experience in building rendering software using OpenGL, DirectX, Vulkan and proprietary graphics APIs I have built up a broad knowledge of current technology. I have a special interest in shader technology using various shader languages such as HLSL and GLSL.During my internship at Two Tribes I created a vertex shader for applying real-time curves in 3D tunnel systems, leading to the publication of a short paper which was presented at the GAME-ON conference in Bologna in 2007.At Two Tribes I've been mainly responsible for building, extending and maintaining the in-house cross-platform engine, performance optimization and creation of tools. Some of the published games I worked on are Rubik’s Puzzle World, Toki Tori, Toki Tori 2, Edge and Rush, which are released on various platforms including Windows, Mac, Linux, Nintendo Wii, Nintendo DS and Nintendo WiiU.At MimicMe I deepened my Linux and OpenGL knowledge as the lead 3D programmer, doing research and development for the proprietary server-side render engine that powers their on-line fitting room technology.I am a team player inside the office, but also outside on the soccer field, have a passion for games, like to read books and go to movies.
Listed skills include Opengl, Computer Graphics, Programming, Shaders, and 14 others.