Rodrigo Holztrattner

Resume::

Download: pdf doc

Cover letter and references are available upon request.

SUMMARY

I'm an experienced game developer with an emphasis on rendering engineering. Over the course of my career, I've developed several desktop games, many of them in VR (Unreal Engine), created over half a dozen mobile apps related to computer graphics and I’ve also built several game engines for both professional and hobby purposes.

By having a strong knowledge of most modern graphical APIs, I can easily work with shaders, mathematical formulations, parallelism, code optimization, and any other task that a Rendering Engineer would be required to work with.

Technologies: Modern C++, Multithreading, Vulkan, OpenGL, RenderDoc, DirectX, Unreal, Java, Lua, Objective-C, Swift, OpenCV, Unity.

WORK EXPERIENCE

Software Engineer

SkyBox Labs., Vancouver | Jul 2019 – present

Software Engineer

Streamlabs (#1 livestreaming toolset)., Vancouver | Oct 2018 – Jun 2019

  • Built new features for our livestreaming desktop software (Streamlabs OBS) while improving the efficiency between backend (C++) and frontend (Node) inter-process communications.
  • Increased performance on critical areas, optimized memory usage and improved existing C++ code.
  • Implemented crash and bug detection tools, providing a way to generate proper error reports (Sentry/Backtrace) to help the team create fixes.


Game Developer

Kobe., Porto Alegre | Nov 2016 – Aug 2018

  • Worked on several desktop games, the majority of them using C++ and OpenGL, including our major title, which used Virtual Reality.
  • Developed game mockups on the Unreal Engine that were presented to partners and used internally.
  • Developed mobile apps (using Objective C++) that used graphical processing and/or rendering techniques, usually with OpenGL-ES.
  • Worked on multiple types of post-processing shaders (GLSL language) and rendering techniques, including high optimized 3D mathematical simulations, for both iOS/Android and Unreal Engine.


Mobile Developer and Kinect Programmer

Ufrgs., Universidade Federal do Rio Grande do Sul | Oct 2015 – Jul 2016

  • Worked on the development of a mobile corneal topography app, built with Java + OpenCV. Implemented diverse image processing algorithms to support all necessary operations.
  • Created a C++ library to facilitate the usage of our Kinect hardware API across other projects for other teams.
  • Developed mobile applications that worked in pair with the Kinect. The objective was to perform an automatic detection of possible bone locations when presented to a human source image, this project was made in pair with an animation team.
  • Contributed to image processing and filtering algorithms (using OpenCV) for our internal processing library.


IOS Developer

Apple, BEPiD, Brazilian Education Program for iOS Development | Oct 2013 – Jan 2015

  • Developed several games using Objective C++ and OpenGL published on the iOS app store.
  • Presented diverse workshops on game development, mostly focused on AI and the rendering pipeline.
  • Used agile methods with weekly delivery routines. Elaborated communication processes for programmers to facilitate understanding between them and clients.

EDUCATION

Bachelor of Computer Science

Universidade Federal do Rio Grande do Sul (UFRGS), Porto Alegre | 2017

COURSES

Game Development

SENAC - Serviço Nacional de Aprendizagem Comercial | 2010

VOLUNTEER ACTIVITIES

Member of the Community Services at Colégio Unificado | 2010 - 2012