Work (full time)( october 2020 - november 2022 )
Senior Graphics Programmer at
Cylindo (Chaosgroup). Automation of 3D / Web / XR pipeline for product visualization, catalogue, design validation.
←(https://www.cylindo.com)
Graphics programming stacks, web technologies, streaming, post processing, content generation, automation, reusability, game engines, grading software etc.
Steam Early Access, VR (indie work, part time)( april 2020 ~ 2021 )
VR & Graphics stack developer on
Graffiti Bombing. V1 in Steam beta.
An upcoming high fidelity VR volumetric Graffiti Simulator with only moderate amounts of too high ambitions. Ask for our Discord.
❤ ←(https://store.steampowered.com/app/561440/Graffiti_Bombing/)
Unity3D 2019.2, volumetric data structures & SDF raytracing, recordable lag-proof uninterrupted lines, ECS, VR interactions, networking-agnostic code, data/texture/LoD streaming, DirectX11+ (for now), custom renderers, command buffers.
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 & automated diagnosing of bacteria, COVID-19, pollutants.
←(https://www.prediagnose.com/)
.NET, Xamarin.Forms, Auth0 tokens, MS Azure stack, Shared Access Signatures storage containers, databases, GDPR, PalmSens.
PCG Advisor, Branching Sickness (indie work)( summer - winter 2020 )
Invited to be a Procedural Content Generation advisor on
Branching Sickness on incorporating my
published paper. A Halo Flood fan game with a huge team of devs & volunteers.
←(https://twitter.com/SicknessGame)←(https://julian.togelius.com/Mark2015Procedural.pdf)
Unity3D -> UE4, PCG, Voxels, Compute, Grammar System Structure, Distance Fields, Additive Noise.
Work (full time, part time + ↑ )( february 2017 - september 2020 )
VR Game Developer at
KhoraVR (games, simulations, healthcare, art, b2b productions, and DK's first VR arcade).
←(khora-vr.com/)
Gameplay, Software, Tools, Graphics Programming. Early adoption for virtually every headset on the market.
Sample project videos:
Indie Work( ↓ - december 2016 )
UE4/C++ custom
raytracer with prototype GPU physics for a personal/collab project.
←(twitter.com/CarnegieLemon/status/809951848136404993)
Indie Work, VR( september 2016 - ↑ )
VR particle sculpting tool with fluid dynamics:
Work (full time)( spring 2015 - summer 2016 )
Software Developer at
UCS3D, Copenhagen.
←(youtu.be/UCvJGpkkgyLSOTq_3r9KQAqw)
Worked on 2 platforms for
VR 3D architectural design validation in cityscapes generated from photogrammetry.
App Systems, City PCG pipeline, Custom Lighting Simulation, Point Cloud Data, VR headsets, Gameplay.
Publication:
( FDG 2015 )
Work / Internship (full time) (3rd semester of MSc ↓)( 2013 - 2013 )
Shipped two mobille / tablet titles. DADIU Productions (30 ECTS).
Danish Academy of Digital Interactive Entertainment, Copenhagen.
Masters( 2012 - 2014 )
MSc. in Game Technology (120 ECTS).
IT University of Copenhagen, Denmark.
←(https://en.itu.dk/)
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)
Product Design, 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 test)
Bachelors ( 2008 - 2011 )
BSc. in Computer Science (180 ECTS).
A.I. Cuza University, Iași, Romania.
←(https://www.uaic.ro/)
e.g. Network Programming, Compilers, Assembly, Matlab, OOP, .NET, Databases, Graph / Search Algorithms, Artificial Intelligence, Web Technologies, Information Security, Software Engineering, Computer Graphics, Bioinformatics
Highschool ( 2005 - 2008 )
Events, Camps, Misc ( 2017 - 2018 - 2019 - Corona - )
Apart from various
VRXR,
Web3, tech, & games events (AWE, Unite), in my off time I learn and write about deconstructionism, futurism & futures design, SDGs, and things that help, last, and
can't do evil (tech + game theory + ethics).
❤
I take part in bootcamps, round table discussions, events and meetups e.g. in:
I also ❤ the Dungeons & Dragons scene, with the space's theatrical mental improv & exploratory qualities, + I use it for team building, self analysis, and to just like digging it up within the professional world.
⤓ Download as PDF ←(https://www.deferredreality.com/boxdrop/TudorBerechetCVSection-from_personal_website_-_www.deferredreality.com.pdf)