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My name is Tiago Sousa, a self-educated programmer and
graphics programmer,
also a
shamelessly
assumed video-games and computer graphics geek,
and I'm from Lisbon, a nice city located in an awesome country,
with great weather and probably the best food in the world,
Portugal.
I live currently in Germany/Frankfurt, where I work at
Crytek
for the past 5 years, as a
R&D Graphics Programmer, doing mainly
effects research/programming and inventing original and creative
ways of making latest graphics hardware CRY :)
You can reach me using:
tiagosousa at yahoo com
My public profile at LinkedIn:
http://www.linkedin.com/pub/0/b90/829
Bellow you can check some of my professional work in the video games
industry.
Crysis
Next-Gen Effects
- GDC 2008
Slides and videos at Crytek website
Vegetation Procedural Animation and Shading in Crysis
-
GPU Gems 3
(2007)
Real-time
Rendering of Dynamic Vegetation, Alexander Kusternig
Generic
Refraction Simulation
-
GPU Gems 2
(2004)
Interactive
Image-Space Refraction of Nearby Geometry, Chris Wyman
Fast Scene
Voxelization and Applications, Elmar Eisemann, Xavier Décoret
Real-Time Water Rendering,
Jeff McGee
Real-time Shallow Water Simulation and
Environment Mapping and Clouds, Rene Truelsen
Adaptive Glare
-
ShaderX 3
(2004)
"Outstanding Real Time Visuals in a Videogame"
(2008)
VES Awards nominee
Inércia demo party, 1st place award (2002)
Portuguese demoscene contest.
"Best Game Design", 2nd place award
(2000)
Contest done by Infogrames/Megascore Magazine, Portugal
Crytek's latest game, the game of all features.
Worked on the renderer and mainly in effects research/programming.
Some of my work includes:
vegetation shading and procedural animation, most shading,
ocean/water/underwater rendering, volumetric/procedural effects (not the
clouds/fog), most post
effects like motion blur or dof, etc.
And sometimes part-time designer/artist helping setting up stuff properly :)





(One of the features I've
had more fun working, the
characters shading.
Kudos to our artists Hanno Hagedorn and Dima for showing this stuff at
its best)
Crysis movies at gametrailers
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ATI x850 demo - The Project
Crytek
2004
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Nice little demo we made for ATI x850.
Added some specific effects for the demo (dof, improved water, etc)



Link for video at ATI website
Far Cry, my first professional/edited game, learned alot from it :)
Effects programming and later in development took over also of game hud.



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True
Dimensions
(1999 - .... )
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With Marco Vale
I've founded True Dimensions Interactive in 1999
a pioneer game developing team in Portugal.
The team had seven members from all over the country,
working over the internet with no money, just driven by our passion to
make a video-game,
and we literally worked in a garage, once a month usually, at Diogo's
place.
We've learned a lot from each other and I owe much of
what I know today
due to all the guys on the team.


Team photos, taken in summer of 2002, at Mário's appartment.
Me, Mário Luzeiro, Diogo Teixeira, Vitor Marques and
Marco Vale.
Márcio Martins and Jorge Santiago missing in photos.
What happened ?
The talent and potential was there imho, but
basically
we were too inexperienced/ambitious :)
Most team members are scattered now over other
companies (Rts/Move/Ydreams/Crytek),
but the team will get revived one day, when the right time arrives.
Images from our projects
Homo-machus in
Space (demo released at Inércia demo
party 2002)


Blood & Honour
(2001)



Tony (2001)


TrashD
(2001)


It all started because of Sonic the Hedgehog, it's
all his fault really :)
Oh the memories...
 
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