Adrian Rodrigues
Junior Graphics Programmer at Virtuos- Claim this Profile
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Spanish Native or bilingual proficiency
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Portuguese Native or bilingual proficiency
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English Professional working proficiency
Topline Score
Bio
Credentials
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Learn the Vulkan API with C++
UdemyAug, 2021- Nov, 2024 -
Unreal Engine C++ Developer: Learn C++ and Make Video Games
UdemyAug, 2020- Nov, 2024
Experience
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Virtuos
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Singapore
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Computer Games
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500 - 600 Employee
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Junior Graphics Programmer
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Jul 2022 - Present
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Personal Projects
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United States
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100 - 200 Employee
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Graphics Programming Experience
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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.
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Indie Game Studio (Unreleased Mobile Game)
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Lisbon, Portugal (Remote)
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Developer
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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.
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Instituto Superior Técnico
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Portugal
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Higher Education
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700 & Above Employee
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Player and Simulation based Environmental Storytelling for Games (Master's Thesis)
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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.
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Education
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Instituto Superior Técnico
Master's degree in Computer Science and Engineering, Computer Science -
Faculdade de Ciências da Universidade de Lisboa
Bachelor's degree in Informatics Engineering, Computer Science