I joined the team towards the end of production and contributed significantly to shipping the game at a high quality. My primary responsibilities included GPU crash debugging and optimizing both CPU and GPU performance. Additionally, I provided technical support to other teams to help them achieve their project goals.
Serving as a Rendering Engineer in the EA Central Technology Team, I worked closely with the Frostbite team and associated groups to develop the next-generation rendering backend. I played a key role in implementing new API features across platforms, improving test coverage, and creating methods for automated performance regression testing.
I collaborated with the team to investigate and resolve streaming performance issues on PC and Xbox Series X. I conducted in-depth analysis and profiling of game and engine performance to identify bottlenecks and areas for improvement. I implemented targeted solutions to enhance performance.
As a Rendering Technical Lead, I oversee graphics engine development across multiple studios. I am responsible for designing and implementing an engine architecture that aligns with modern rendering APIs and the latest hardware advancements.
Currently a Senior Staff Rendering Programmer at Santa Monica Studio, where I brought the epic visuals of God of War Ragnarök to life, crafting an unforgettable player experience.
🎓 Master Game Technology, 2015
NHTV Breda
🎓 B.Eng International Game Architecture and Design, 2010
NHTV Breda
🕹️Engine Design
🕹️Optimizations
🕹️GPU based Pipelines