Robert
Hoffmann
Experience
Tech -knowledge
Unreal Engine, C++, C#, Shader & Graphics-Programming, Gameplay-Coding, Engine-Development, Physics, VFX
Resources
At DPS-Games I developed countless shaders and effects for Tomorrow Falls on all kinds of areas (Landscape, Environment, Characters, Vehicle, FX). Some of them were done in shader, for others I implemented/maintained a code framework. Some features I was working on: Interior Cube Mapping, Water (Shader, Waves, Interaction), Foliage (Wind, Interaction), Character (Hair, Skin, Cloth), Ice Shader, Parallax Shader, Landscape up to 12 Layers, Runtime Virtual Texture, Imposter-System.
My Home-Office Setup:
Ultra Wide 5120x1440 Monitor + second 2K Monitor
Wacom Intuos 3
Asus Strix Laptop as a secondary PC
1000 Mbit Internet
Whiteboard
Keyboard Logitech G513
2019 - 2020 I worked with Vay on Automobile-Simulations. For their Tele Driving-Platform they needed a Simulations-Framework, which was set up by Unreal Engine 4, Carla, Unity3D and ROS.
As a side project, I’ve been working on a Point-Cloud render plugin for Unreal Engine. I build a framework where you can animate Points within a material shader (Location as well as Color). Particles are based on GPU which means a huge amount of Points can be rendered (up to 1 million). The Plugin is out on Epics Marketplace: Point Cloud Kit for Unreal
Education
I was studying Informatics (computer science) before it was changed in Germany to a bachelor's degree. I got my diploma which at that time was mostly focused on coding and practice use in a project.
Because I always was interested in natural sciences I decided to do a very classical dual education (partially in School and within a Company) which I successfully finished in 1994. But I realized then that my interests shifted towards the upcoming computer science.
Robert Hoffmann