top of page
Dock_Still_v9.png

ANDREW RUDASICS

Graphics Programmer

Home: Welcome

SELECTED WORKS

Home: About

DRIFTY THRIFTY
BANG BANG

Engine Programmer, Tech Artist
DigiPen Institute of Technology
09/2022 - 04/2023

Game built in custom engine using C++ and OpenGL 

Technologies Used: OpenGL, C++, Blender, Python

Contributions:

  • Engine graphics pipeline and BRDF materials system

  • Prefab exporter and level builder tools for Blender with Python 

  • Engine resource loading and management systems

  • Shadow mapping

  • Level design and creation

  • Modeled and textured all 3D assets in game

Home: About
Home: Video
Home: Pro Gallery

OPENGL RENDERER

Graphics Programmer
DigiPen Institute of Technology
09/2021 - 04/2022

C++ and OpenGL project showcasing multiple graphics algorithms

Technologies Used: OpenGL, C++

Advanced features include:

  • Deferred Rendering with local lights

  • Moment Shadow Mapping for directional lights

  • Image Based Environment Lighting using Spherical Harmonics

  • Real-Time Reflections

  • Cascaded Shadow Maps

msm.JPG
Home: About
Home: Illustrations

J-POD

Lead Programmer
University of Washington
01/2018-06/2018

Technologies Used: C#, Unity, Maya

  • An interactive and educational virtual reality experience where

  • the player embodies a whale

  • Developed with Unity for the Oculus Rift

  • Lead engineer for player movement, audio, and animation

  • Managed a team of engineers and artists, conducted code and art reviews, established and documented asset pipeline processes

Home: About
Home: Video
Home: Illustrations
sis.PNG

STRANDED IN SPACE

Programmer, Level Designer 
University of Washington
04/2019-06/2019

Technologies Used: C#, Unity, Haxe

  • A physics puzzler game in the zero gravity environment of outer space

  • The player must use objects in the scene and their knowledge of physics to navigate back to the airlock

  • Made in Unity for online deployment using WebGL

  • Software Engineer and Level Designer

Home: About
Home: Illustrations

VR HOME RUN DERBY

Programmer, Tech Artist
University of Washington
03/2019-06/2019

Technologies Used: C#, Unity, Blender, Substance Painter, Substance Designer

  • A virtual reality baseball game that defies the laws of physics

  • Multiplayer batter vs pitcher mode

  • Swap between multiple balls for different types of exaggerated pitches.

  • Features many minigames including home run derby, batting and pitching practice, target practice, and zombie defense. 

  • Made in Unity for Oculus Quest

  • Software Engineer for gameplay, interaction, scoring, and animation

com.vrcap19.HR-20200511-100543.jpg
Home: About
Home: Illustrations
Home: Video

VR IN PRISONS RESEARCH

Software Engineer
University of Washington
01/2019 - 06/2019

Technologies Used: C#, Unity, Blender, Photoshop

  • A virtual reality application for the Washington State Department of Corrections to assist with inmate reentry programs

  • Utilizes VR to introduce new technologies that an inmate has not been exposed to during the course of their sentence, technologies that have become commonplace in daily life

  • Made in Unity for Oculus Quest

  • Software Engineer for interactions

Home: About
Home: Video
Home: Illustrations

THE TYRANT VR

Programmer, Animator 
University of Washington
01/2017 - 06/2017

Technologies Used: C#, Unity, Maya, Substance Designer

  • A virtual reality adaptation of The Tyrant, an animated short film from UW Animation

  • Made in Unity for Oculus Rift and Vive

  • Distributed as 3D stereo video for YouTube VR

  • Software Engineer for graphics, animation and crowd simulation

Screen Shot 2018-11-04 at 9.24.24 PM.png
Home: About
Home: Illustrations

CONTACT ME

(206) 605 6896

  • LinkedIn
Screen Shot 2023-03-27 at 11.49.29 PM.png
Home: Contact
Mars_Still_v2.png

ABOUT ME

Hi I'm Andrew, a software engineer specializing in computer graphics and game programming. I've worked on a variety of projects in the field both in industry and academic setting.

I started learning to program games in high school after learning 3D modelling in Blender. I went on to get my Bachelor's in Computer Science from the University of Washington, where I participated in the year long Animation Capstone project. Through the capstone I got a chance to work in VR as a part of an educational grant from Oculus, and I ended up working on 3 different student VR productions. That also led to my work as a teaching assistant for AR/VR, animation, and technical art classes.

After finishing my Bachelors I worked as a software engineer contractor for a couple different companies before attending DigiPen. I graduated with a Master's in Computer Science from DigiPen Institute of Technology with a concentration in Computer Graphics. 

I'm currently open to opportunities in the gaming, graphics, and AR/VR spheres.

Home: About
bottom of page