Image of Bela Kampis

Bela Kampis

Rendering Programmer @ WB Games Montreal Inc.

Rendering Programmer at WB Games Montreal

Montreal, Quebec, Canada

Ranked #1,073 out of 21,460 for Rendering Programmer in United States

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Bela Kampis's Email Addresses & Phone Numbers

Bela Kampis's Work Experience

WB Games Montreal Inc.

Rendering Programmer

March 2014 to Present

Montreal, Canada Area

Rockstar Games

3D Programmer on Grand Theft Auto V

March 2013 to February 2014

Budge Studios

Unity 3D Graphics/Animation Programmer

September 2012 to February 2013

Montreal, Canada Area

Bela Kampis's Education

Concordia University

M.Sc. Videogrammetry and Pattern Recognition

2006 to 2008

Concordia University

B.Sc Computer Science

1997 to 2001

Stanislas

Bela Kampis's Professional Skills Radar Chart

Based on our findings, Bela Kampis is ...

Reflective
Innovative
Vivacious

What's on Bela Kampis's mind?

Based on our findings, Bela Kampis is ...

47% Left Brained
53% Right Brained

Bela Kampis's Estimated Salary Range

About Bela Kampis's Current Company

WB Games Montreal Inc.

Undisclosed project. (it's gonna be great! trust me)

Frequently Asked Questions about Bela Kampis

What company does Bela Kampis work for?

Bela Kampis works for WB Games Montreal Inc.


What is Bela Kampis's role at WB Games Montreal Inc.?

Bela Kampis is Rendering Programmer


What is Bela Kampis's personal email address?

Bela Kampis's personal email address is b****[email protected]


What is Bela Kampis's business email address?

Bela Kampis's business email addresses are not available


What is Bela Kampis's Phone Number?

Bela Kampis's phone (416) ***-*266


What industry does Bela Kampis work in?

Bela Kampis works in the Computer Software industry.


About Bela Kampis

đź“– Summary

My career has been varied and challenging so far, and I hope it continues that way for many years to come. Some interesting things I've worked on: -GPU-based real-time vehicle physics on GTA V -- all platforms and consoles. -Integrated Chrome browser (a codebase of ~1/4 million source files) into Dreamworld Engine -Wrote a Non-local means denoiser and Photoshop-derived Auto-Levels for Kinect -Wrote code for signal processing ultrasonic pulsers to detect microscopic tears in ISO-certified steel gas tanks for industrial safety -Developed a real-time Autotune feature on the Xbox 360 for a Michael Jackson game at Ubisoft -Wrote a lock-free multi-threaded Oracle interface for MMO game servers on Linux VMs, debugged remotely via Visual Studio, that increased query throughput by an order of magnitude (lessons useful for later 3D engine optimizations) -Created an AfterEffects animation import tool for real-time 60fps playback in Unity 3D game engine on iphones/ipads via a single click, with full touch interactivity and PSD asset processing. In my spare time (when I'm not working 60 hour weeks), I am an avid roleplayer, play piano, enjoy running and can be found doing such nerd things as rebuilding antique pianos or model cars and airplanes. I read the manuals for things so that I can take them apart and put them back together again, better this time.Rendering Programmer @ Undisclosed project. (it's gonna be great! trust me) From March 2014 to Present (1 year 10 months) Montreal, Canada Area3D Programmer on Grand Theft Auto V @ As part of both the physics and rendering teams on Grand Theft Auto V (one of the top metacritic-rated games of all time, grossing over $2BN in sales, half of which in the first three days post-launch), I focused mostly on GPU-based vehicle damage for both the current and the Next Gen (PS4, Xbox One, and PC) version that was finally just announced to the public. As I said, my main focus was adapting vehicle damage onto the GPU, but also all kinds of other vehicle physics like submarine implosions, force shields, glass shattering, shadows from propellers, dynamic collisions, hardware instancing of cars and bokeh lights on PS4, and adapting GPU algorithms such as water simulation to SLI using NVidia best practices, so that the game scales well on high end PCs. I left Rockstar to return to my life in Montreal by my own initiative. Thanks for the great experience R*, it was a blast working with some of the best programmers and talent in the world, on the best game I've ever played, in the most challenging capacity (physics and rendering) one could imagine. A real privilege. From March 2013 to February 2014 (1 year) Unity 3D Graphics/Animation Programmer @ For Budge, my assignment was to write a tool to import After Effects animations and scenes into Unity 3D game engine. Working mostly on my own but with some assistance, numerous challenges awaited me: 1) Learning AfterEffects techniques from use cases provided by Disney and in-house 2D animators, including time remapping for nested compositions. 2) Learning Mac OSX and building a fully automated Photoshop PSD parser via C# marshalling of ImageMagick .dylibs to extract psd layer offsets directly into Unity with no manual intervention. 3) Created a workable pipeline allowing artists to work the way they want to, and saving programmers from tedious manual data entry, and extensible to support the rest of the complete Adobe AE CS 6 special effects list in realtime on Iphones. 4) Learning to re-create these animations inside Unity 3D was a terrific way to really push the limits of what Unity can do, both in 3.56 and 4.0, though I had to write my own custom bezier curve evaluator and editor to reproduce AfterEffects influence/speeds effectively (since Unity does not support bezier tangent coordinates properly, even in 4.0). My solution incorporated unit tests, screenshots, many test cases, test animations, a custom curve editor, and an efficient search to extract the curve Y from X, subdividing the curve until the expected error is achieved. 5) Optimizing all this for realtime 60fps display on mobile devices such as Ipad 2/3/4 / Iphone 2/3/4/5, keeping in mind app download time, texture sizes, aliasing, filtering quality, and scene load times. 6) Implementing touch control schemes to playback animations forward/backward/chained/looped/ping pong (fully unit tested), and a one-click import + build storybook script for regression testing and visual validation that the game conforms to artist expectations. I could build in minutes and a single click what used to take hours of tedious and repetitive work, helpful to re-evaluate subtle AfterEffects parser code changes. From September 2012 to February 2013 (6 months) Montreal, Canada AreaGameplay Programmer @ Working on Age of Conan (and most recently, The Secret World), here are some of the major features I implemented: -Numerous MMO gameplay elements, such as class abilities / balance, procs, cooldowns, multiplayer issues -Incorporated single-handedly the Google Chrome browser code (250,000 source files) into Conan and TSW for Item Shop which was essential to the free-to-play rollout in june 2011 that doubled sales for a while. Easily the most complex feat of software engineering I've ever done, on a pure code & debugging level. Grokking the smart guys' work at Google and merging it into the game made my brain hurt, but in a good way. No pain, no gain. I was given a medal as a token for my achievement (seriously). -Oracle 11g code overhaul, for faster / cleaner / safer DB layer in our games where MMO server-side-code is largely implemented as DB operations involving hundreds of queries. Stabilized the DB layer for multi-threaded operation via async interface, complete with unit tests and stress tests, as befitting a software architect-level programmer. -Upgraded codebase to use C++0x/11, and added remote debugging to Linux servers via Visual Studio (WinGDB) -Facebook Interface (client and server-side code) -Scaleform GUI improvements (e.g. user-customizable floating Damage Numbers) -Many, many bugfixes, performance optimizations, refactoring/cleanup, choosing appropriate third-party libraries -Fixed issues in animation system -Contributed towards the upgrade of Anarchy Online's graphics engine to DirectX 11, and worked on water postprocessing shaders. From March 2011 to September 2012 (1 year 7 months) Generalist Programmer @ Starting in June 2008 I worked as a framework programmer for online middleware client and server-side code on all the major game platforms. Coding was done in C++ on the client side, C# for web services, and some python. Our web services backend was in Nhibernate and MS SQL with tie-ins for cloud-based computing (Amazon AC2 and S3). I was also instrumental in porting several network libraries to Xbox 360, Wii, and Ps3, and merging huge middleware codebases from Quazal acquisition. My name is listed in the credits of perhaps a dozen titles including Assassin's Creed 2. Then I worked as an Audio and 3D programmer on my last project, Michael Jackson : The Experience. We began by implementing the YIN pitch detection algorithm and optimized it on Xbox, as well as a formant-preserving pitch shifter. On the 3D side, I adapted a non-local means denoising algorithm for post-processing the Kinect camera feed to compensate for low-light conditions and noisy/underexposed frames. This was done in shaders and/or XNA Math library. I also did some work on the game engine to enhance the physics capability in the particle system and expose keyframe and spline-based animators in the game editor. After finishing work on MJ, I was charged with writing a complete game for the head Ubisoft office, and I chose XNA Game Studio 4.0, WPF 4.0 and .Net 4.0 suite as my framework. As programming lead on this project, I was responsible for writing a physics-based particle rendering system and 3D engine, a custom UI that reacted to in-game events, and a multi-threaded rules-based engine game update logic and collision detection. Both Reach and Hidef profiles were used. From June 2008 to February 2011 (2 years 9 months) Montreal, Canada AreaC++ Applications Programmer @ As part of a small group of programmers, I was responsible for writing C++ MFC applications to manage millions of players for online casino industry, as well as writing web services, stored procs, and database schemas to assist in merging financial gaming transactions between various affiliates. From August 2006 to July 2008 (2 years) Prototype 3D engine programmmer @ I performed a contract in 2007 for this small games company to develop a Collada model import / exporter for their 3D game engine. From August 2007 to November 2007 (4 months) Middleware applications developer @ I was hired for a small contract to write middleware code for Miranda's big clients to control their HDTV broadcast networks via satellite, including CNBC headquarters en Englewood Cliffs, NJ, where I was deployed to ensure the correct integration of these middleware servers. I also wrote the code to control and monitor camera feeds remotely from the NBC head office for the 2006 Olympic Games in Torino, Italy. From August 2005 to November 2005 (4 months) Physics programmer @ With my background and aptitude in physics and calculus, I was hired to write code to process data from embedded systems in a prototype machine that used EMATs (electromagnetic transducers), to send ultrasonic pulses across the surface of high-pressure steel gastanks and analyse the waveform to detect micro-fissures and prevent catastrophic failure. The project was a sucess and I managed to output automatically the exact position and depth of such cracks (thereby achieving ISO specification), as the tanks had to corkscrew through the conveyor pipeline. The WinSpect 7 data analysis binary file format needed to be reverse engineered to perform a change in co-ordinates to support this special case since there was no other way to accomplish that at the time. From 2004 to 2005 (1 year) Video Editor and Batch transcoding programmer @ As part of a small start-up, I started out as a video editor for TV series to make DVD menus, then as the production requirements ramped up, was assigned to write code and develop an IT infrastructure to batch transcode many video files across a network as part of a pipeline. Management code was written in C++, and interfaced directly with Ebay, Paypal, and BidPay, amongst others, to automatically process sales and begin shipments. From 2003 to 2004 (1 year) Montreal, Canada AreaM.Sc., Videogrammetry and Pattern Recognition @ Concordia University From 2006 to 2008 B.Sc, Computer Science @ Concordia University From 1997 to 2001 StanislasStanislas Bela Kampis is skilled in: C++, C#, Physics, Multithreading, Xbox 360, PS3, Wii, Linux, Python, PHP, JavaScript, Oracle, SQL Server, Win32, MFC


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In a nutshell

Bela Kampis's Personality Type

Introversion (I), Intuition (N), Thinking (T), Perceiving (P)

Average Tenure

1 year(s), 2 month(s)

Bela Kampis's Willingness to Change Jobs

Unlikely

Likely

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