iPhone Shepherd at Unity Technologies
Copenhagen Area, Denmark
iPhone Shepherd at Unity Technologies
Copenhagen Area, Denmark
Released titles:
. Battlefield : Bad Company (PS3/XBox360)
. Battlefield 2142 (PC)
. Battlefield 2: Special Forces (PC)
. PSI: Syberian Conflict (PC)
. Robin Hood: The Siege (PSOne)
Articles in books:
. GPU Gems 3
. AI Game Programming Wisdom 3
. ShaderX 4
. ShaderX 2
Demoscene achievements:
. 1st place at Breakpoint'07 with 'Suicide Barbie' by TBL
. 1st place at Assembly'06 with 'Startstruck' by TBL (Best Graphics and Best Direction at SceneAwards'07)
(Privately Held; Computer Software industry)
May 2008 — Present (1 year 8 months)
Unity iPhone: Hundreds of games made, thousands of licenses sold, more than 20 games in AppStore TOP100 including: Ravensword, StarWars Trench Run, Monster Trucks Nitro, Skee-Ball, Battle Bears, ZombievilleUSA, TouchKO...
Wide range of activities from public presentations to guiding game developers to low level SIMD assembly optimizations.
Released Unity iPhone 1.5.1 after Unite'09 conference
Released Unity iPhone 1.5 after GDCE'09 conference
Released Unity iPhone 1.0.3
Released Unity iPhone 1.0.2 after GDC'09 conference
Released Unity iPhone 1.0.1
Released Unity iPhone 1.0 at Unite'08 conference
(Computer Games industry)
December 2005 — April 2008 (2 years 5 months)
Core|R&D, developing technology for a next-gen console title Battlefield:Bad Company (PS3/XBox360).
Main areas: Destruction tech (never seen before) and dense foliage.
Additional areas: AI performance improvements (navigation/pathfinding, dynamic covers, general profiling/analysis)
Published by EA.
(Computer Games industry)
February 2005 — October 2005 (9 months)
Extended Battlefield2 codebase:
. Fully dynamic shadowing solution for night-time rendering
. Underwater rendering
Battlefield2: Special Forces. Published by EA.
(Computer Games industry)
June 2003 — January 2005 (1 year 8 months)
Led development of technology for the ‘PSI: Syberian Conflict’ a 3D real-time strategy game for PC platform. Published by Akella.
(Computer Games industry)
June 2003 — September 2003 (4 months)
Developed 'Robin Hood: The Siege' for Sony Playstation console.
Published by Phoenix Games.
(Privately Held; 1-10 employees; Computer Games industry)
June 2001 — February 2003 (1 year 9 months)
Developed a technology and proof-of-concept demo for the 3D fighting game, based on sensor-less real-time motion recognition for user interaction.
(Privately Held; 51-200 employees; Computer Software industry)
October 1997 — June 2001 (3 years 9 months)
Worked on a bunch of different projects ranging from Internet portals (with WAP capabilities) and UI development to hardware communication modules, embedded software (with EDK for WindowsCE) and distributed systems (using DCOM, CORBA and/or EJB).
BS , Computer Science , September 1996 — June 2000
Thesis: 'Radiosity solution for closed scenes using graphics hardware acceleration'.
Major in Computer Graphics and CAD Systems.
MS (Unfinished) , Philosophy of Science , 2001
International Game Development Association [www.igda.org]
Nesnausk! [www.nesnausk.org], demoscene
Publications:
1. 'GPU-Generated Procedural Wind Animations for Trees', GPU Gems 3, produced by NVIDIA, 2007 Addison-Wesley Professional.
2. ‘Fast Navigation Mesh precomputation and pathfinding on the GPU', AI Game Programming Wisdom 3, 2005 Charles River Media.
3. ‘Dot-Product for efficient detail texture mapping’, ShaderX4 – Lighting and Rendering, 2005 Charles River Media.
4. ‘Better geometry batching using Light Buffers’, ShaderX4 – Lighting and Rendering, 2005 Charles River Media.
5. ‘GPU powered path-finding using precomputed Navigation Mesh approach’, ShaderX4 – Lighting and Rendering, 2005 Charles River Media.
6. ‘Reverse extruded shadow volumes’, ShaderX2 - Vertex and Pixel Shader Programming Tips & Tricks, 2003 Wordware Publishing.
Demoscene awards:
1. 'Suicide Barbie' by TBL, PlayStation Portable, 1st place @ Breakpoint'07.
2. 'Starstruck' by TBL, Amiga1200, 1st place @ Assembly'06.
3. 'Requiem' by TBL, Amiga1200, 3rd place @ Breakpoint'06.