Daniel Quach

About me

Welcome!
I am Daniel Quach, Graphics Programmer working at Avalanche Studios, right now.
I like working on gpu programming, parallel programming, low-level.
Feel free to take a look on games and projects I worked on!
Feel free to contact me for any question or proposition!

Experiences

Avalanche Studios - Unannounced project

2017 - ????

Summary

I worked as Graphics Programmer on Avalanche in-house engine featuring PC, Xbox One, PlayStation 4 platforms.
My job includes:

  • Porting existing 3D engine to DirectX 12
  • Working on GPU particles (collision on depth buffer, terrain, modifiers, ...)
  • Working on Volumetric Fog
  • Working on Terrain
  • Working on Vegetation
  • Doing postprocesses
  • Debugging and optimizing 3D & multithreaded engine

Skills

C++, Direct3D 11 & 12, gnm, Terrain, Compute Shader, Multi-threading, Perforce, PlayStation 4, Xbox One, Graphics Programming, Engine Programming, Visual Studio

External links


Ubisoft Paris - Ghost Recon Wildlands

2015 - 2017

Summary

I worked as Graphics Programmer alongside with environment, technical & FX artists. I worked on Ubisoft in-house engine featuring PC, Xbox One, PlayStation 4 platforms.
I partly implemented & maintained terrain features/fully-GPU tools such as:

  • Painting tools for topology, material, vegetation, moisture, ... (filter/shape/mask brushes)
  • Import from Houdini-baked data (vegetation, roads, river maps ...)
  • Terrain nightly & real-time bake process (Compression, background rendering (vista), props heightmap, ...)
  • Terrain rendering pipeline (editor view, virtual texture, terrain rendering model ...)
  • Export terrain data from GPU for Gameplay purpose
  • Perforce pipeline integration

I also worked on features such as:

  • "Top space ambient occlusion" based on props heightmap computed within lighting pass
  • Screen-space GPU particles effects
  • Bink video during real-time gameplay
  • Z-PrePass

I optimized part of the game, debugged several renderpasses and memory overwrite issues, multithreading issues.

Skills

C++, Direct3D 11, gnm, C#, WPF, Terrain, (Async) Compute Shader, Multi-threading, Perforce, PlayStation 4, Xbox One, Graphics Programming, Engine Programming, Tools Programming, Visual Studio

External links


Pastagames - Pix the Cat

2014
Internship

Summary

Pastagames is a small-sized French company specialized in hand-crafted games. They are primarily known for Rayman: Jungle Run (made alongside with Ubisoft), Maestro! Jump in music and recently Pix the Cat
I worked on Linguini, Pastagames' in-house C++ game engine, implementing features such as Linguini's multi-threading module on PC/PS4/PSVita, PS Vita sound engine.
I also implemented PS4 vibe system and PS Vita trophies system, debugged texture loading module and worked on assets loading.

Skills

C++, Lua, Visual Studio, Multi-threading, Sound Engine, TortoiseSVN, PlayStation 4, PlayStation Vita, Engine Programming, Sound Programming

External links


Civiliz

2011
2012
Internship

Summary

Civiliz is a French start-up company providing toolset to companies interested in customer reviews. This toolset tracks customers information to help companies in their business intelligence.
I worked on web and mobile application. Besides, I built a mailing process, worked on file storage on Amazon S3 and designed an RESTful API for the company. I also worked on their software testing process by building a process based on Behavior Driven Development using Gherkin language.
Partners: Société Générale (banking), La Poste (mail service, banking), Caisse d'Epargne (banking), Quick (fast-food)

Skills

HTML5, CSS3, JavaScript, PHP, CakePHP, Cuke4PHP, Gherkin, Phactory, Git

External links

Personal Projects

Eternal Engine

Ongoing

Summary

Own engine featuring multithreaded deferred renderer written in Direct3D 11 (Direct3D 12 coming soon).
It implements physically-based BRDF (GGX Specular, Schlick Fresnel Appromixation), FBX, TGA format and Ocornut ImGui external lib.
I am also currently working on shadowing.

Skills

C++, Direct3D, Visual Studio, Git

External links


Mid/Long term projects

Enjmin
Personal
Academic

Summary

I Was A Child - Graphics Programmer - Unreal Engine (Custom)
Game about child soldiers in a paper world.
I did procedural generated texture, procedural animation and some post-processes (paper fold, paper texture, edges).
I also worked on 3C (controls, camera, character animation).


Soon - Graphics/Gameplay Programmer - Unity
Puzzle-game with time leaping mechanics.
I worked on Time leaping engine, had to work on optimization for fast-forward. I also implemented some visual effects.


La fabrique des étoiles (e.g. Star Craft in French) - Programmer - XNA
Famous Starcraft clone. We were aiming for 1 unit, 1 building, 1 tiled map.
Game made for practicing software engineering, parallel programming and network programming.


Short term projects

Game Jam
Prototyping

Summary

2wo (Global Game Jam) - Programmer - Unity
Puzzle/Platform-game in which you play with a spotlight to create path with shadows.
I worked on shadow projection and UI programming.


Bottle - Programmer - Unity
Narrative game about protecting bottle throwed in sea.
I worked on prototyping gameplay, graphics and UI programming. I optimized the final game for low-end Android smartphone.


Wander - Programmer - Unity
Puzzle-game in which you play a blind man trying to escape from ancient cave.
I worked on bug fixing, implenting additional levels and scripting environments.

Ayi'ig Pulse - Programmer/A.I. - Unity
Horror/Stealth game in which you're escaping from spaceship full of aliens.
I worked on AI and did A* search algorithm.