Tudor's portfolio and blog. Software, games, PCG, voxels, virtual reality, shaders, physics, graphics programming, vfx, design, art, tools.
Global Game Jam: We won 3/5 awards at GGJCph for a platformer that controls the world with your voice.
Graphics programming and technical art work reel. Raytracing, Sculpting, SDF, VR / HTC Vive, custom lighting system, PBR, Deferred decals, virtual reality, mesh processing.
Compute Shaders and particle flows, part of a VR fluid simulation sculpting app. Unity 5.
Graphics programming and technical art work reel involving raytracing, sculpting, SDF, signed distance fields, deferred rendering, gbuffer, pbr, custom lighting system, deferred deacals, vr, virtual reality, HTC Vive, Oculus, mesh processing.
GPGPU Underground Canyons. MSc. Thesis Project about real-time Procedural Modelling of Cave Systems on the GPU. Has PCG, Voxels, DX11 Compute Shader, CG, HLSL, Unity.
Pendulum: Platformer concept. 3 Week solo DADIU project. Shaders, procedural distortions and character mechanics. Design, Mechanics, CG, PCG, Unity, DADIU.
DADIU Productions. Two shipped tablet game projects. 3 months work, 18 people studio.
Gameplay, Effects, Pogramming, CG, OpenGL ES 2.0, Unity.
Broken Shadows, exploration. UDK. Grappling hooks and climbing. 3 month Game Development project.
Physics, Gameplay, Concept/Level Design.
Leap, puzzle platformer. Unity. Plane switching and teleportation. 3 month Game Development project.
Gameplay, Physics, Game Design, Level Design.
Holosuit Concept. Concept art, game design and art direction project. 2.5D beat-em-up platformer.
Concept Art, Game Design.
IDI Interface Beta. A Unity interface project showcasing some of my UID Industrial Design projects.
Unity, Interface, Industrial Design.
Nordic Game Jam: NGJ15: SoundBound. A music-synched 2-player arcade rhythm fighting game prototype made in 40h at Nordic Game Jam.
I have degrees in Computer Science, Industrial Design, and Game Technology, I'm a concept and feelings agnostic engineer. I like to think about futures & concept design, and I'm inspired by immersion & disruption, futurism, kindness, real-world game theory.
I know just enough design, but I'm an experienced programmer for Virtual Reality, Gameplay, Graphics, Physics, PCG.
ECS / Data Oriented Design, OOP.
I want artistic expression and mechanics to shape and be shaped by the tech; cross-leveraging (emerging) affordances. And I know about the Dunning–Kruger effect & human dynamics :) Let's listen, fail, learn, be clever, and be loved.
I agree with the Valve Handbook advice for devs to have a brain for deep skills + also broad range flexibility (different parts of the spectrum). Helps bring about fun tractable solutions, optimization, and good team mojo.
Apart from various VR/XR, tech, & games events, in my off time I learn and write about deconstructionism, futurism & futures design, SDGs, and things that help, last, and can't do evil (ie game theory, ethics). ❤
I take part in bootcamps, round table discussions, events and meetups e.g. in:
I also love the Dungeons & Dragons scene, with its theatrical mental improv and exploratory qualities, and like using it for team building and self analysis.
Steam Early Access, VR (indie work)( april 2020 - ongoing)
VR & Graphics stack developer on Graffiti Bombing. V1 released in May 2020. An upcoming high fidelity VR volumetric Graffiti Simulator with free roaming single player campaign, steam workshop integration, multiplayer. Ask for our Discord. ❤ ←(https://store.steampowered.com/app/561440/Graffiti_Bombing/)
Unity3D 2019.2, multithreading, ECS, VR interactions, networking, data/texture/LoD streaming, DirectX11+ (for now), custom renderers, command buffers, raytracing, SDFs, volumetric data structures, clever projection for smooth uninterrupted lines etc.
Work (startup, part time + ↓ )( february 2020 - ongoing)
Software Engineer on Prediagnose. Building and assembling tech stacks for secure handheld hardware bio-sampler sensors, app, and cloud data analysis & diagnosing. ←(https://www.linkedin.com/company/prediagnose/)
e.g. Game Engines, Game Development, AI, Game Design, Concept Design, Data Mining, PCG, Graphics Programming, and a bunch of jams, VR, and Dungeons & Dragons :)
"Gap year" Masters( 2011 - 2012 )
Took an inspiring break from hard science / CS, with an Industrial Design MFA (60 ECTS). Umeå Institute of Design, Sweden. (up with the northern lights) ←(www.teknat.umu.se/english/news/.cid273128)
Concept Design, Storytelling, Maker stuff (arduinos, kinects, exhibit & party pieces).
e.g. Interaction Design, Service Design, Product Design, Color Theory, Visualisation Techniques & Storytelling, Ergonomics, Transportation Design, Art History
CPE ( 2011 )
Certificate of Proficiency in English, level C2. Cambridge ESOL Level 3 International.
Got an A (read: pretty much the toughest English language diploma)