RZ

Renaldas Zioma

Learning to build brain-inspired Neuromorphic chips. ex-Unity, ex-EA. Founding Partner at Gamedev Fund.

Sweden

Invests in

Stages:

Sectors:

Locations:

  • Min Investment:

    $5,000.00
  • Max Investment:

    $50,000.00
  • Target Investment:

    $25,000.00

Work Experience

  • Founding Partner

    2022

    Helping game studios to succeed.

2022

  • Angel Investor

    2022

    I believe in the open-source chip design revolution and democratisation of semiconductor fabrication.

2022 - 2022

  • Lead Teaching Assistant, Computational Neuroscience

    2022 - 2022

    Help highly motivated students across the world to study Computational Neuroscience. Summer school. Had a blast in 2021 too.

2008 - 2022

  • Shepherd

    2008 - 2022

    RESEARCH AI/ML (2016-2022): . Neural representations. Effective models for Generative AI. . Custom hardware architectures for Neural Network execution. . Barracuda (Unity Inference Engine) - cross-platform Neural Network execution engine, 20+ platforms. CPU, GPU, NPU. Well integrated with the rest of Unity. Simple API. Powers ML-Agents. BOOTSTRAPPED 3 very successful TEAMS (2009-2014): . Mobile team (iOS/Android/Handhelds) . Vilnius dev office . Stockholm Demo team aka "the team that created Adam, Heretic and Book of the Dead" TECHNICAL LEADERSHIP and PRODUCT DEVELOPMENT (2008-2016): . Brought Unity to iOS in 2008 and enabled 100s of top selling games on AppStore. . Introduced Physically Based Shading to Unity 5. Lifted Unity from graphical underdog to a reasonable choice with Unity 5.x. . Collaborated with external teams to produce Unity flagship games and demos. Wide range of activities from public presentations to guiding game developers to talent hunting to cat herding to low level GPU and SIMD assembly optimizations.

  • Graphics programmer | Frostbite team

    2005 - 2008

    Developed novel destruction and dense foliage rendering in Frostbite engine. Additional areas: AI performance improvements (navigation/pathfinding, dynamic covers, general profiling/analysis) Battlefield:Bad Company (PS3/XBox360). Published by EA.

  • Senior Graphics Programmer

    2005 - 2005

    Extended Battlefield2 codebase: . Fully dynamic shadowing solution for night-time rendering . Underwater rendering Battlefield2: Special Forces. Published by EA.

2003 - 2005

  • Lead Programmer

    2003 - 2005

    Led development of technology for the ‘PSI: Syberian Conflict’ a 3D real-time strategy game for PC. Published by Akella.

2003 - 2003

  • Console Programmer (contractor)

    2003 - 2003

    Developed 'Robin Hood: The Siege' game for Playstation 1 console. Published by Phoenix Games.

2001 - 2003

  • Lead Programmer, Team Leader

    2001 - 2003

    Startup. Led development of technology and proof-of-concept 3D fighting game with novel optical motion tracking with 2 camera setup (like Kinect, but in 2001).

1997 - 2001

  • System Architect (started as Programmer)

    1997 - 2001

    Worked on projects ranging from Internet portals to hardware communication modules, embedded software (WindowsCE) and distributed systems (using DCOM, CORBA and EJB).