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Who am I ?



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 w
orld, 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.

 

Publications & Citations

 

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)
 

Awards


"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
 

Crysis                                           Crytek  2004/2007       


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


 

ATI x850 demo - The Project                            Crytek  2004       


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                                        Crytek  2003/2004       

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





 

True Dimensions (1999 - .... )



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)








 

In the beggining...


 

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