GRAPHICS PROGRAMMER
Who I Am?
A self-taught, and formal student in graphics programming and game development, I possess skills in various areas, with a focus on utilizing VULKAN and OPENGL. Additionally, I engage with game programming using UNITY or UNREAL ENGINE 5.
CARLOS MIGUEL MATECKI-SAVINO
ENGINES / TOOLS
3D graphics engine utilizing the Vulkan ray tracing pipeline with path tracing support. Key features include:
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Global illumination through frame accumulation.
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Disney BSDF rendering model for realistic material representation.
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Bindless ray tracing for efficient resource management.
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Physically-based bloom for enhanced lighting effects.
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Asynchronous loading support for GLTF and OBJ models.
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Flexible and extensible material system.
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Multithreaded asset handling to optimize I/O operations.
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Custom implementation of ImGui
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Optimized material system for raytracing.
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Blending support for transparent materials
CodeVkEngine Is my personal graphics engine that I extend from this public template. Here I implement diferent rendering techniques such as, Radiance Cascades in 2d, GPU oclussion culling, Cluster Rendering and more.
Features
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RenderGraph-Based Architecture: Flexible setup of rendering pipelines designed to facilitate rapid prototyping. This system is functional but still undergoing optimization for improved performance.
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Automatic Descriptor Set handling
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Resource Manager.
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Visual Pipeline Node Editor: A node-based editor designed to create render nodes (shaders), enabling rapid prototyping and iteration of rendering techniques.
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Modular Vulkan Interface:
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Shaders hot reload/reflection system.
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GLTF Loader
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Simple First-Person Camera
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Imgui Integration
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Renderers:
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Cluster Renderer: Implements GPU occlusion culling for point lights (supporting up to 1000) and meshes, leveraging GPU-driven rendering and position reconstruction from a depth map for optimized performance.
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2D Renderer Renderer: Responsible for rendering all 2D techniques, currently featuring a basic 2D paint canvas and an implementation of Radiance Cascades.
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Debug Renderer: Handles the rendering of all meshes added to this renderer.
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Because I love all related with AI and knowing the hard process of learning neural networks I implement one In the Unity engine to all that need a good visualization of a neural network. It contains a simple example with color prediction (Something that you would not do with a neural network, but is good for visualization) .
The principal features are:
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Dynamic Visualization: Visualize the intricate structures of neural networks with dynamic 3D representations.
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Interactivity: Interact with the neural network, manipulate nodes, and observe the changes in real-time.
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Modular Design: Easy to extend and integrate with other Unity projects or neural network frameworks.
GAMES
UNREAL ENGINE 5
On this game we play as Alonso in his crusade to recover the blue ribbon of his cousin Beatriz, on this story we were never able to know what happened that fateful night in which our protagonist lost his life, but this finally has changed.
This is a First person Game where the player will need to paint around the world to kill the enemies that goes through that painting. This is a wave game where the player will be upgrading his abilities each round he survives.
Dynamic movement:
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Hook, Create ground to evade the enemies and a Dash
Attack types:
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Paint, the player creates particles in front of him and makes tick damage.
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Release Painting, the player release his streak of paints in the direction that was created
Technical Features
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Enemy pooling
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AI System for enemies
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Custom Render Material
UNREAL ENGINE 5
This is hilarious game where you control Api a soul that is searching happiness with the people that he controls around, but this smiley guys are happy only when they get money. Api will need to be switching around this people to fill his soul, even if this people walk reckeless in the middle of an avenue where it can happen literally everything.
Some of the more important features are:
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Isometric view.
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Multiples type of events.
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heavily C++ project base.
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Easy way to implement new events.
UNITY
This is a game that started as an procedural planet generation tool however I wanted to extend it and learn about a different ways to control a character. The main objective is to drop bombs in the requested zones while you upgrade your plane stats.
The main technicall features are:
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Procedural Map Generation
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Save and load system(Continue game)
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Scriptable objects
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Custom enemy AI
Gameplay Features:
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Compass to track the next drop zone
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Deploy mode, pressing "E" makes the plane go slower to aim correctly
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Time to destroy planet, the player have a limited time to retrive the bombs before level ends.
UNITY
YEARS OF DESOLATION / ONLINE GAME
Years of desolation is a Online Third person Shooter where combines some features of the battle royales and treasure hunt. The main objective is to level up until a certain point, then the battle royale starts!
Some of the more important features are:
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Easy lobby system
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Customizable crosshair
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8 players per lobby
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Relay Transport
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Dynamic player controller
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Client side prediction
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Build System with 4 different possible builds
Experience
Tool programmer in Naolito studio
Gamejam where I created the game called GOTY OF THE YEAR (del año).
EVAD GAMEJAM 2024
Developed a suite of internal tools that enhanced team workflow and organization, including:
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Custom solution for optimizing the Zoom application.
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Optimized RESTful API calls for improved performance.
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Addressed and resolved various bugs.
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Refactored code with a focus on performance optimization.
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Implemented a flexible input sanitization system.
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Created custom sorting algorithms tailored to specific application requirements.
EVAD extracurricular activity where the institution select the best students to work at a project
EVAD Development club 2023 and 2024
1ST PLACE IN EVAD TURBOJAM 2024
Degree on Game Development in EVAD
2 years Game Dev deegre in Spain.