Invests in
Education
- KU
Investments
Work Experience
2022
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.
2005 - 2008
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.
2005 - 2005
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).