@
Faculty of Automatic Control and Computer Science
About:
Specialties:
Cross-platform porting: Android,Iphone, Xbox 360, PS3, PC, PS4, Xbox One, Linux server port from windows game client.
Graphics programming: 3D Algorithms and shaders,
Code optimization on different platforms
Network programming: third person games, FPS game, racing game
Programming languages:
C/C++
C# (.NET Framework)
Java
Matlab (Octave)
Assembler,
PHP,
SQL,
Objective C,
maxscript,
melscript,
Javascript,
Processing (only
Specialties:
Cross-platform porting: Android,Iphone, Xbox 360, PS3, PC, PS4, Xbox One, Linux server port from windows game client.
Graphics programming: 3D Algorithms and shaders,
Code optimization on different platforms
Network programming: third person games, FPS game, racing game
Programming languages:
C/C++
C# (.NET Framework)
Java
Matlab (Octave)
Assembler,
PHP,
SQL,
Objective C,
maxscript,
melscript,
Javascript,
Processing (only home projects)
Python (only home projects)
Haskell (only home projects)
Tools (list of most used)
Visual Studio,
gdb,
Codeblocks,
Eclipse,
Tortoisesvn,
Perforce,
Mercury,
3ds max,
Maya,
Minifuzz,
Xperf
software engineer @ Worked on Assassin Creed brand:
- UI programming and gameplay programming (Flash, Action script 2.0, C++)
- Engine programming (ported some engine features from current gen to next gen PS4)
- Small engine editor features (C#)
- Handled our own voice chat system for PS4
- Gameplay programming in custom programming language
- Network programming (prototyped some network gameplay)
- Animation programming (used existing animation system to implement various animation statemachines necessary for gameplay)
- C# scripting
- Optimizations (memory and speed)
- Creative prototyping (Unity C#)
- Debugging and bug-fixing
- Shaders (HLSL and in-house editor)
- Implemented viewer for offline AI debugging
- Pipeline optimizations (build systems improvements)
- Profiling From May 2012 to Present (3 years 8 months) software engineer @ game development for iphone and android
Worked on older games analysis:
- OpenGLES based game engine development
- Network profiling on BIA2 for iphone
Worked on Backstab:
- bug-fixing
- Multiplayer (online and lan/bluetooth)
- Gameplay programming and editor developing
Working on Batman- the dark knight rises:
- bug-fixing
- Render programing
- Geometry algorithms for memory and speed optimisations From July 2010 to October 2012 (2 years 4 months) Bucharest, Romaniasoftware engineer @ Project based : developed a social networking web platform. (php, javascript, css and sql)
http://www.fabricadecasting.ro From June 2010 to September 2010 (4 months) software engineer @ Worked on Silent Hunter 5:
- programed phoneme detector and extractor
- programmed crew AI on submarines/ships
- bug fixing From June 2009 to October 2009 (5 months) Bucharest, Romaniasoftware engineer @ Project based work: Developed an application that received data from gas sensors and sent it to a ftp. From January 2009 to February 2009 (2 months) software engineer @ -Programming editor tools and the animation system for Silent Hunter 5.
-Bug fixing. From June 2008 to October 2008 (5 months) software engineer @ Programmed first RTS Romanian game Galactic Dream: Rage of war: http://rageofwar.net/3drow.html From September 2006 to June 2008 (1 year 10 months)
Masters Degree, Complex processing of multimedia signals, 10 @ Faculty of Automatic Control and Computer Science From 2011 to 2013 Diploma, Computer science in control engineering, 10 @ Faculty of Automatic Control and Computer Science From 2007 to 2011 Radu Angelescu is skilled in: Objective-C, Win32 API, Perforce, Python, Java, Network Programming, Android, Visual Studio, Game Development, Programming, C#, OpenGL ES, Linux, Tortoise SVN, Gameplay
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