Pedro Amorim Brandão da Silva, Procedural Generation Developer in Oxford, United Kingdom
Pedro Amorim Brandão da Silva

Procedural Generation Developer in Oxford, United Kingdom

Member since March 3, 2017
Pedro has a doctoral degree in informatics engineering with a specialization in computer graphics and automated/procedural content generation for 2D/3D applications and games. He is most proficient in .NET C# development, but he has also worked with several other languages and environments. He's a very good communicator—having led several talks and taught in university classes. Since 2015, Pedro has been working as a developer and CTO at Sceelix.
Pedro is now available for hire

Portfolio

Experience

  • C#.NET, 8 years
  • XNA, 7 years
  • Procedural Generation, 7 years
  • Unity3D, 5 years
  • Monogame, 5 years
  • Sceelix, 4 years

Location

Oxford, United Kingdom

Availability

Part-time

Preferred Environment

Windows, Visual Studio, Mercurial

The most amazing...

...piece of software that I've developed is Sceelix: a procedural content generation tool—allowing for the automated, rule-based production of 2D/3D content.

Employment

  • Co-founder | Technical Manager

    2015 - PRESENT
    Sceelix
    • Engaged in entrepreneurial activities and programs towards the creation of a new business.
    • Developed a procedural generation system—allowing for the automated, rule-based production of 2D/3D content, with possible usage in games, simulations, media production, urban planning, and others.
    • Implemented a core generation engine—featuring complex algorithms for data aggregation, geometric modeling, GIS data handling, image processing, and other operations.
    • Developed a cross-platform desktop application: the Sceelix Designer; using .NET/Mono which features its own GUI system and 3D-rendering capabilities.
    • Built a modular, decoupled, and extensible API for both the core and designer parts—allowing users to easily introduce new features.
    • Implemented a Unity 3D plugin that introduced its direct connection with Sceelix—allowing instant data communication between the tools without the need for export formats.
    • Developed a PHP back end for license activation and registration as well as other marketing and support activities.
    • Integrated a back-end system with external payment APIs such as Gumroad and the Steam platform.
    • Developed an automated-build, documentation generation, packaging, and distribution system for quick software updates.
    • Assumed the recruiting and training responsibilities towards the new staff.
    • Performed customer development, support, management, and self-studies.
    • Proposed, supervised, and supported several research projects built on top of Sceelix.
    • Led several talks and workshops for education, advertisement, and customer study purposes.
    Technologies: C#, MonoGame, DigitalRune, Unity, Visual Studio, Mercurial, PHP, JavaScript
  • Unity Senior Developer

    2019 - 2019
    Imbellus (via Toptal)
    • Led study and evaluation of alternative Unity Rendering Pipelines for the developed product.
    • Performed analysis and adjustments to migrate Standalone application to WebGL 2.0 and later WebGL 1.0 technologies, using Unity.
    • Developed build-time algorithms to optimize the deployed size of Unity asset bundles.
    • Introduced methods to improve loading and rendering performance through asset optimization and object batching.
    • Engaged in post-processing shader development in the scope of several application workflows.
    • Worked on procedural algorithms for generating custom layer information for 3D terrains.
    • Developed Unity editor plug-ins to improve productivity and asset management.
    Technologies: C#, Unity3D, Git
  • Unity Environment Engineer

    2017 - 2018
    Dimension Science, Inc. (via Toptal)
    • Developed a system for automatic/procedural generation of both fictitious and real-world 3D urban environments, with a particular focus on roads and traffic details for use in driving simulations.
    • Built a plugin for Sceelix using C#, introducing several new procedural generation algorithms for geometric data creation, loading, manipulation, and serialization.
    • Developed a semantic representation of 3D urban traffic features for supporting complex AI simulation.
    • Created a Unity3D editor plugin and test environment for navigation and experimentation with the generated urban environments.
    • Constructed an ASP.NET server that centralized the procedural generation process and provided easy delivery of 3D content directly to the Unity3D editor without the need for additional Sceelix installation on the user's side.
    Technologies: C#, Unity3D, Sceelix
  • Researcher | Consultant

    2012 - 2013
    Inesc TEC
    • Integrated manual and procedural 3D data sources into a single pipeline for visualization, animation, and testing.
    • Coordinated and complemented human resources towards reporting and publishing tasks.
    Technologies: C#, 3ds Max
  • Invited Assistant Professor

    2012 - 2012
    University of Porto, Faculty of Arts
    • Taught a programming course for the master's program in geographical information systems and spatial planning.
    • Introduced students to the Python programming language and to the ArcGIS library, ArcPy.
    Technologies: Python, ArcGIS, ArcPy
  • Intern Software Developer

    2012 - 2012
    Esri R&D Center–Zurich
    • Conducted research on a novel approach for visual editing of grammar-based rule sets for the procedural generation of 3D models.
    • Designed the visual methodology, based on flow graphs, which greatly improved the user experience when defining procedural generation rules.
    • Developed a plugin for the CityEngine software which was built upon the Eclipse Rich Client Platform.
    • Implemented, as part of the plugin, a visual graph-based editor and a 3D visualizer of the results produced by the edited graphs.
    Technologies: Java, Eclipse RCP, CityEngine, SVN
  • Invited Assistant Professor

    2011 - 2012
    University of Porto, Faculty of Engineering
    • Taught C/C++ lab course in hardware interface and low-level embedded systems for the bachelor's degree program in informatics engineering.
    • Taught a C++ course in advanced algorithms and data structures for the bachelor's degree program in informatics engineering.
    Technologies: C, C++, Minix
  • Researcher | Consultant

    2010 - 2011
    INESC TEC
    • Designed a PostgreSQL/PostGIS solution which operated directly on its contained geographic data to produce 3D information.
    • Developed a fast procedural generation framework capable of enforcing a series of production rules on geographic input data.
    • Built a geometric modeling kernel for the execution of 3D creation and manipulation functions on urban data.
    • Implemented a graphical application for the progressive loading, navigation, and visualization of large-scale 3D urban environments.
    • Conceived a multi-user collaborative solution for parametric editing of 3D urban elements.
    • Contributed to the export and integration of the produced 3D data into popular simulation platforms, such as OpenSim and Second Life.
    Technologies: C#, XNA, PostgreSQL, PostGIS, Second Life, OpenSim, SVN

Experience

  • Spontaneous Coders (Development)
    https://github.com/DeadalusVIII/spontaneous-xna-library

    This is a project portfolio website that I shared with some colleague engineers, which lists several of our creations. This includes code libraries, development tools, plug-ins, utilities, and more. The scope and purpose of each project have been diverse: to answer an academic assignment, a friend request, a personal need, or for any other spontaneous reason.

  • Imagine City (Development)
    https://www.youtube.com/watch?v=B8Ge3nN_NiI

    A 3D business simulation game, designed to be a massive multiplayer online game integrated with social networks.

    The objective is to build a city from scratch and try to address the many problems that arise from it (hunger, unemployment, pollution, and more). In short, the idea is to try to reach the 8-millennium goals at this small scale and to try to realize the difficulties of it as well as to learn how to accomplish them. This is done by constructing and evolving roads and buildings, passing laws and measures, and establishing partnerships with other players. Each of these actions can contribute in many different ways to improve your score regarding the millennium goals’ achievement.

    Imagine City is intended to be a never-ending game—the player’s objective is to improve his city as much as possible and compete in the world’s Imagine City Ranking.

    This project was developed using .NET C# and XNA Framework technologies; all in the scope of Microsoft's Imagine Cup 2010 competition.

  • Tag Tournament (Development)
    http://tagtournament.pabsilva.com/

    This is a 2D game, designed for two players. The game story is based on a love triangle, between two protagonist school students who are rivals: Tom and Jon who are both competing for a girl's affections.

    They do so by drawing graffiti hearts with their own names and the girl's name as well, aka tagging, in as many spots as possible while trying to survive the many obstacles and foes (instigated by each other) in a school environment.

  • Gemini (Development)
    http://arxiv.org/ftp/arxiv/papers/1302/1302.3862.pdf

    This is a middleware framework that maps body poses or voice commands to actions in any game. This not only warrants a more natural and customized user-experience but it also defines an interoperable virtual controller.

    Body poses and voice commands are respectively recognized through the Kinect's built-in cameras and microphones. The acquired data is then translated into the native interaction scheme in real-time using a lightweight method based on spatial restrictions. The system is also prepared to use Nintendo's Wiimote as an auxiliary and unobtrusive gamepad for physically or verbally impractical commands. This framework also provides a game-controlling tool that is totally customizable and very flexible—thus expanding the market of game consumers.

    The framework was developed in C# and was cited in a scientific publication.

Skills

  • Languages

    C#, SQL, C#.NET, HTML, Java, XML, JavaScript, TypeScript, YAML, C, CSS, F#, PL/pgSQL, Python, PHP, C++, Visual Basic, Prolog
  • Frameworks

    Unity3D, Monogame, Sceelix, DigitalRune Engine, Bootstrap, Thymeleaf, Spring Boot, Redux, Express.js
  • Libraries/APIs

    XNA, Steam Integration, OpenGL, Three.js, Node.js, React, ArcGIS, jQuery, LeafletJS
  • Tools

    Paint.NET, Subversion (SVN), Git, Microsoft Visual Studio, Mercurial, Eclipse IDE, Inkscape, Esri CityEngine, Notepad++, IntelliJ IDEA, SourceTree, ReSharper, JetBrains Rider, CAD, 3ds Max, Webpack, Eclipse RCP, Mongoose, Postman, MeshLab, PuTTY
  • Paradigms

    Object-oriented Programming (OOP), Imperative Programming, Functional Programming, REST
  • Platforms

    Windows, NetBeans, Visual Studio Code, Linux
  • Storage

    PostGIS, SQLite, MySQL, PostgreSQL, MongoDB, JSON
  • Other

    Game Design, Procedural Generation, QGIS, Computational Geometry, Shaders, SSH

Education

  • Doctoral degree in Informatics Engineering
    2010 - 2015
    The University of Porto—Faculty of Engineering - Porto, Portugal
  • Bachelor's and master's combined degree in Informatics Engineering
    2005 - 2010
    The University of Porto—Faculty of Engineering - Porto, Portugal
Certifications
  • CSE190x: Creating Virtual Reality (VR) Apps
    NOVEMBER 2018 - PRESENT
    UC San DiegoX

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