Angelo Theodorou
Blog: https://encelo.github.io |
LinkedIn: http://www.linkedin.com/in/encelo |
Work Experience
January 2021 - To Date, The Multiplayer Group (Remote from Granada)
Role: Senior Rendering Engineer |
Description: Worked on Bethesda’s Starfield as a Senior Rendering Engineer. šØāššŖ |
Technologies: C++, Direct3D 12, Vulkan, HLSL, GLSL |
Tools: Visual Studio, Perforce, RenderDoc, PIX, Nsight Graphics |
Website: https://themultiplayergroup.com/ |
March 2019 - December 2020, Self Employed (Granada)
Description:
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March 2017 - February 2019, Frostbite (Stockholm)
Role: Rendering Engineer |
Description: I have worked in the Image Quality rendering team of the Frostbite engine. Some of my tasks have been:
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Technologies: C++, Direct3D, HLSL |
Tools: Visual Studio, Perforce, RenderDoc |
Website: https://www.ea.com/frostbite |
June 2015 - February 2017, NaturalMotion Ltd. (Oxford)
Role: Android Technology Programmer |
Description: I have worked in the Core Game Tech team on the in-house Echo engine used for games like Dawn of Titans and Clumsy Ninja. Some of my tasks have been:
I have also worked with the CSR2 team to migrate their building process from Ant to Gradle. |
Technologies: C++, Java, OpenGL ES, GLSL, Vulkan, Android API |
Tools: Visual Studio, Subversion, git |
Website: http://www.naturalmotion.com |
December 2012 - June 2015, ARM Ltd. (Cambridge)
Role: Senior Software Engineer |
Description: I have worked in the Middleware Graphics team in Mali Ecosystem for the Media Processing Group (MPG) to help game companies achieve the best on Mali GPUs.
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Technologies: C++, CāÆ, Python, OpenGL ES, GLSL |
Tools: Visual Studio, Qt Creator, CMake, git, Unity |
Website: http://www.arm.com |
Jun 2010 - November 2012, SpinVector (Benevento)
Role: Programmer |
Description: I have worked as a game programmer and a multi-platform GUI programmer.
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Technologies: C++, Qt4, Objective C, UiKit, Java, Android API |
Tools: Visual Studio, Xcode, Qt Creator, qmake, Eclipse, Subversion, Unity |
Website: http://www.spinvector.com |
Nov 2008 - Jun 2009, Raylight (Napoli)
Role: Intern programmer |
Description: During my pre-graduation internship I have worked as a programmer for Raylight, an Italian multi-platform videogame software house. I have conducted a research to simulate in real-time graphics effects like bloom and rim lighting on platforms without shaders. |
Technologies: C++, OpenGL, GLSL, libSDL |
Tools: Visual Studio, Subversion, Blender, LaTeX |
Website: http://www.raylightgames.com |
Personal Projects
2011 - To Date |
nCine: http://ncine.github.io, a cross-platform 2D game engine |
2010 |
Pacstats: http://pacstats.googlecode.com, statistical charts generator for Arch Linux pacman activity |
2005 - 2010 |
OpenGL demos: http://encelo.netsons.org/programming/opengl, experiments about SSAO, parallax mapping, DoF, deferred shading, HDR, toon shading, water rendering and stencil shadows |
2006 - 2007 |
GL O.B.S.: http://globs.sourceforge.net, GL Open Benchmark Suite |
2004 - 2007 |
Mars: Land of No Mercy: http://sourceforge.net/projects/mars, a turn based strategy game featuring isometric graphics |
Technologies: |
C++, GFLW, SDL2, Lua, ImGui, Python, PyGTK, pysqlite, matplotlib |
Tools: |
git, CMake, Cppcheck, Doxygen, Valgrind, Google Test, Google Benchmark, RenderDoc, Apitrace |
Education
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Bachelor’s Degree in Computer Science at the "Federico II" University of Naples with final mark 110/110 cum laude (highest mark with honours)