C++ / Graphics API
NoGraphicsAPI ↗
A C++20 graphics library exploring a simpler API for modern GPUs. GPU pointers, descriptor heaps and Slang, with Metal 4 and Vulkan backends.
View repository ↗Read the design article ↗Code, engines & games
Rendering technology, small experiments, and things built to be played.
C++ / Graphics API
A C++20 graphics library exploring a simpler API for modern GPUs. GPU pointers, descriptor heaps and Slang, with Metal 4 and Vulkan backends.
View repository ↗Read the design article ↗C++ / Memory allocation
A fast O(1) offset allocator designed to minimize fragmentation.
View repository ↗C++ / GPU performance
A GPU texture and buffer performance tester. Small, focused experiments in how hardware actually behaves.
View repository ↗Rust / Rendering experiments
Rust and Vulkan experiments, including SDF rendering and visibility-buffer benchmarks.
View repository ↗Technical director responsible for rendering and performance on HypeHype’s gaming and game development platform, targeting Android (Vulkan), iOS (Metal) and web (WebGL, WebGPU).
Led the DOTS Rendering team, developing high performance rendering technology with Burst C#, targeting PC, Mac, iOS, Android and Sony, Nintendo and Microsoft consoles.
Led development of RedLynx’s GPU-driven rendering technology and collaboration with other Ubisoft teams. The renderer combined GPU culling, indirect drawing and virtual texturing to render densely populated scenes with minimal CPU involvement.
Developed and licensed Storm3D rendering technology to Finnish game studios when I was studying at university. Frozenbyte acquired it and built Shadowgrounds and the Trine series using it.
PETAFAB: Bot Invasion is a single-player first-person shooter with fully destructible environments and large-scale physics simulation. Blast through massive swarms of AI-controlled bots and take down huge bosses. Collateral damage is just a bonus.
Developed Clayfield technology: fully destructible SDF worlds, GPU clay physics, fluid simulation and ray-traced rendering. Optimized Unreal Engine 4 for PC, Xbox One, PlayStation 4 and Nintendo Switch.
Steam Early Access began in 2017; the Nintendo Switch version followed on 12 March 2019.
Senior rendering lead on Trials Fusion for Xbox 360, Xbox One, PlayStation 4 and PC. Published by Ubisoft.
The PC version followed on 24 April 2014.
Senior rendering lead on Trials Evolution, released first on Xbox 360 and later on PC as Trials Evolution: Gold Edition.
The PC version followed on 21 March 2013.
Senior rendering lead on the Xbox 360 Trials game, published by Microsoft Game Studios as part of Summer of Arcade.
Senior rendering lead on Trials 2 Second Edition for PC, the predecessor to the console Trials series.
Lead programmer on the turn-based strategy game for Sony PSP and Nintendo DS, published by THQ.
The PSP version launched first; Nintendo DS followed in December 2007.
Lead programmer on Nokia’s flagship N-Gage strategy game, developed at RedLynx.
Independently developed and released a 3D arcade game for PC. The game won magazine awards and broke Download.com’s daily download record.
More projects and professional history on LinkedIn ↗.