Independent Computer Software Professional
Madrid Area, Spain
Independent Computer Software Professional
Madrid Area, Spain
Technical lead, highly experienced in realtime-graphic software.
Proficiency to lead tech groups and optimize their work (infrastructure and technical decisions)
Expert C++ programmer
Expert Code (Low Level, High Level) Optimizer
Long experience in all the pipeline of a 3D application (realtime and not realtime)
Linux Network Administrator
(Self-Employed; Computer Software industry)
October 2007 — Present (2 years 3 months)
I am in the process of building my own way. While I develop my own product I am open to Freelance Work.
Contact me if you are interested.
(Computer Games industry)
May 2006 — September 2007 (1 year 5 months)
Lead a technology team creating an internal engine (pc, xbox360 and ps3) to be used by Pyro's games.
(Computer Software industry)
March 1999 — May 2006 (7 years 3 months)
Develop a component based architecture for a open source project that was presented at Siggraph 2000. I was in charge of the Graphics engine, some parts of the Core technology and the Linux port.
Develop a flash-like player for internet oriented towards 3D presentations.
Develop a global illumination technique using 3d hardware to accelerate the calculations.
Develop a software rasterizer for cartoon rendering and NPR rendering to be used in a commercial Film.
Lead a team (10+ people) to create a realtime engine to make videogames. One commercial application were developed using this engine.
(Computer Software industry)
December 1998 — March 1999 (4 months)
Optimize several products (plugins for 3DStudioMAX) for the Pentium III platform using assembly.
Develop an internal real-time cartoon render optimized for Pentium III SSE instructions
(Computer Games industry)
November 1997 — May 1998 (7 months)
Develop an engine (for software render and DX6 class hardware render) for a football game.
(Writing and Editing industry)
April 1997 — May 1998 (1 year 2 months)
One year writing articles in a section dedicated to real time graphics with topics like: software rasterizer, perspective correction, texture management, bump mapping. All the articles were accompanied with real code.
Superior Computer Engineer , 1996 — 2001
software, realtime, videogames, 3d, linux, demoscene, internet, network administration