Adrian Rodrigues

Junior Graphics Programmer at Virtuos
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Contact Information
us****@****om
(386) 825-5501
Location
Lisboa, Lisbon, Portugal, PT
Languages
  • Spanish Native or bilingual proficiency
  • Portuguese Native or bilingual proficiency
  • English Professional working proficiency

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Bio

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Credentials

  • Learn the Vulkan API with C++
    Udemy
    Aug, 2021
    - Nov, 2024
  • Unreal Engine C++ Developer: Learn C++ and Make Video Games
    Udemy
    Aug, 2020
    - Nov, 2024

Experience

    • Singapore
    • Computer Games
    • 500 - 600 Employee
    • Junior Graphics Programmer
      • Jul 2022 - Present

    • United States
    • 100 - 200 Employee
    • Graphics Programming Experience
      • Sep 2019 - Present

      ✩ Spent the last year creating a real-time renderer from scratch using a low-level graphics API like Vulkan and C++ that showcases several photorealistic techniques mainly created through GLSL (e.g. PBR, IBL, PCSS, etc). ✩ Built two game engines from scratch in OpenGL and C++, featuring various visual effects like particle system, bloom, cel-shading, etc. ✩ Developed an off-line distributed ray-tracer at CPU level using C++, and a progressive path-tracer using shadertoy. ✩ Spent the last year creating a real-time renderer from scratch using a low-level graphics API like Vulkan and C++ that showcases several photorealistic techniques mainly created through GLSL (e.g. PBR, IBL, PCSS, etc). ✩ Built two game engines from scratch in OpenGL and C++, featuring various visual effects like particle system, bloom, cel-shading, etc. ✩ Developed an off-line distributed ray-tracer at CPU level using C++, and a progressive path-tracer using shadertoy.

    • Developer
      • Sep 2020 - Dec 2021

      ✩ Design and architecture of the PCG algorithm that generates the levels. ✩ Program an audio system in C# that supports Wwise and optimize it by reducing the size of cache data used at run-time, and the size of the build. ✩ Worked alongside artists, sound designers, and level designers in order to explain the limitations and requirements of the system. ✩ Design and architecture of the PCG algorithm that generates the levels. ✩ Program an audio system in C# that supports Wwise and optimize it by reducing the size of cache data used at run-time, and the size of the build. ✩ Worked alongside artists, sound designers, and level designers in order to explain the limitations and requirements of the system.

    • Portugal
    • Higher Education
    • 700 & Above Employee
    • Player and Simulation based Environmental Storytelling for Games (Master's Thesis)
      • Sep 2020 - Dec 2021

      ✩ Developed a game an information game in Unity whose foundations lays in a procedural way of generating environmental storytelling. ✩ Researched, designed, and created from scratch a brand new way of procedurally generating an environmental storytelling through a multi-agent simulation. ✩ Built others features through C# scripting, including game mechanics, logging systems, audio managers, etc. ✩ Developed a game an information game in Unity whose foundations lays in a procedural way of generating environmental storytelling. ✩ Researched, designed, and created from scratch a brand new way of procedurally generating an environmental storytelling through a multi-agent simulation. ✩ Built others features through C# scripting, including game mechanics, logging systems, audio managers, etc.

Education

  • Instituto Superior Técnico
    Master's degree in Computer Science and Engineering, Computer Science
    2019 - 2021
  • Faculdade de Ciências da Universidade de Lisboa
    Bachelor's degree in Informatics Engineering, Computer Science
    2016 - 2019

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