Software Engineer (Oculus) @ From November 2015 to Present (2 months) Software Engineer @ - Researched and prototyped new techniques for device-to-device screen mirroring (three patents
Software Engineer (Oculus) @ From November 2015 to Present (2 months) Software Engineer @ - Researched and prototyped new techniques for device-to-device screen mirroring (three patents pending).
- Led the development of WhisperPlay JS SDK (device-to-device services/messaging), generated samples, documentation and supported initial integration with Amazon Instant Video.
- Improved Apache Thrift’s Java code generation, reduced method count by ~57% and byte code size by ~39% through inlining, removal of unused constructs in internals and code optimization. From August 2013 to October 2015 (2 years 3 months) Graphics Engineer @ - Researched new antialiasing techniques on the PS4, generated sample code, documentation and presented results at Sony’s Developer Conference 2013.
- Proposed and developed a new driver-level shader resource update engine (LCUE) for the PS4 that provided good CPU performance improvement and integrated it into the SDK.
- Worked on PS3’s GPAD (Graphics profiling and debugging tool), improving areas related to: shader instruction debugging, conditional rendering and general bug fixes.
- Supported key developers, including: Activision Blizzard, Square Enix and Ubisoft Montreal. From January 2012 to August 2013 (1 year 8 months) Rendering Engine Programmer @ - Worked in the core technology graphics team, adding new features, profiling and optimizing the in-house game engine for PS3/Xbox360/PC and Wii.
Published Titles:
- GoldenEye 007: Reloaded (PS3, Xbox360)
- Disney Universe (PS3, Xbox 360, Wii)
- Rio (PS3, Xbox360, Wii) From July 2010 to December 2011 (1 year 6 months) Lead Programmer @ - Led the porting of EA’s Need for Speed Carbon to the Zeebo console.
- Managed the development of the in-house game engine for Zeebo and iPhone.
Published Titles:
- Need for Speed Carbon (Zeebo)
- Crash Bandicoot (Zeebo)
- Boomerang Sports (Tennis, Volley, Dodgeball and Badminton) From August 2008 to June 2010 (1 year 11 months) Graphics Programmer @ - Extended and added new graphics features to the Torque Game Engine (TGE).
- Credited on: Peixis (PC) – a racing game winner of Brazil’s JogosBR award in 2006. From November 2006 to March 2007 (5 months) Software Engineer @ - Worked on FutWeb: a MMO soccer game developed with Java and OpenGL. From June 2005 to December 2005 (7 months)
MSc, Computer Science @ Universidade Federal de Minas Gerais From 2007 to 2009 BSc, Computer Science @ Pontifícia Universidade Católica de Minas Gerais From 2003 to 2006 Bruno Evangelista is skilled in: PS3, PS Vita, Xbox 360, Computer Graphics, libGCM, DirectX, OpenGL ES, HLSL, C, C++, Objective-C, x86 Assembly, Game Development, Video Games, Game Programming, C#, OpenGL, Console
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