Brett Lajzer


Freelance Graphics Programmer

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Table of Contents

Proficiencies

Games I've Worked On

Personal Projects

Other Stuff

Proficiencies

Languages

C, C++, C#, Rust, Haskell, Lua, GLSL, HLSL

Tools

Unreal Engine 4, Unity, Windows, Linux, MacOS, SVN, git, Perforce, OpenGL, DX11, Vulkan

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Games I've Worked On

Solar Ash - TBR

Graphics Engineer

Implemented the NPR surface shading model in use by most objects in the game. Developed and optimized a system for rendering dynamic, large-scale clouds. Miscellaneous graphics tasks, and extensive optimization.

Mario Kart Live: Home Circuit - 2020

Programmer

Nintendo Switch

Implemented a modern GPU hardware abstraction layer with multiple backends, a forward+ renderer with a PBR shading model, and designed and implemented a custom scripting language.

Crash Bandicoot Remastered (Not Officially Credited) - 2016

Vicarious Visions Alchemy Team

Developed a high-level shading language and system for processing and translating input shaders written in a subset of C++11 to various platform-specific shader languages. Implemented high-quality fur rendering.

Skylanders: Imaginators - 2016

Vicarious Visions Alchemy Team

Ported engine to Linux and did additional work for rendering out high quality images at print resolutions as a backend service.

Skylanders: SuperChargers - 2015

Vicarious Visions Alchemy Team

Xbox360, PS3, WiiU, PS4, Xbox One, iOS

Graphics programming for iOS version – developed optimized material shaders and renderers for multiple iOS device classes, a pipeline for automatic and manual authoring of platform-specific versions of assets, and implemented a build-time light and ambient occlusion baking system.

Skylanders: Trap Team - 2014

Vicarious Visions Alchemy Team

Xbox360, PS3, WiiU, PS4, Xbox One, iOS, Android, Amazon FireTV/Kindle Fire

Graphics programming for iOS and Android/Amazon versions, ported and optimized console shaders for mobile GPUs, implemented a build-time light and ambient occlusion baking solution.

Skylanders: Swap Force - 2013

Vicarious Visions Alchemy Team

Xbox360, PS3, WiiU, PS4, Xbox One

PS3 Edge-based motion blur implementation, platform-specific rendering bug fixes and optimizations (especially on PS3 and WiiU), Photoshop batch layer export script (automates exporting PSD layer groups to multiple files).

Skylanders: Battlegrounds - 2012/2013

Vicarious Visions Alchemy Team

iOS, Android, LG SmartTV

Ignition Engine programming, material shaders, post- processing shaders, Smart TV version general porting and graphics programming, OpenGL capture and playback solution for debugging, Maya/Max export pipeline work, integrated an internal light-mapping solution.

Skylanders: Lost Islands - 2012

Ignition Development Team

iOS

Ignition Engine programming (lightweight, entity-component engine), material shaders, post-processing shaders, game-specific tools programming, Maya export pipeline work.

Pillow Pets - 2011

Lead Programmer

Nintendo DS

Core gameplay, UI programming, developed 3DS Max plugin to annotate models with bounding box information.

Rio DSi - 2011

Lead Programmer

Nintendo DS/DSi

Core gameplay, memory and performance optimization, memory leak tracking, DS Download Play ROM.

Pet Zombies - 2011

Programmer

Nintendo 3DS

Physics, navigation, and pathing implementation.

Club Penguin: Herbert's Revenge - 2010

Programmer

Nintendo DS

Nintendo DS Download Play ROM, jackhammer minigame, gameplay.

Imagine Gymnast - 2009

Programmer

Nintendo DS/DSi

Memory usage/fragmentation reduction, memory leak tracking, gameplay programming.

World of Zoo - 2009

Programmer

Nintendo DS

Mesh-based navigation/collision solution, extensive gameplay programming, game system design and implementation, DS Download Play ROM.

Imagine Cheerleader - 2009

Programmer

Nintendo DS

Initial implementation of core gameplay and minigames.

Ener-G Gym Rockets - 2009

Programmer

Nintendo DS

User feedback/interface programming and visual effects programming.

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Personal Projects

BLSL

Github

BLSL is a high-level shading language I'm working on. The intent is to fill the middle ground between languages like Cg and FX that force the user to fit into a rigid framework, and platform-level languages which offer little/nothing in the way of solving application-level problems.

laminaFS

Github

LaminaFS is an asynchronous, virtual overlay filesystem. It supports user-defined "devices" for mounting archives, network paths, or whatever, and comes with a "directory" device out of the box.

dib

Github

Dib is a build system designed to leverage the Haskell language's features (build scripts are written in Haskell) while being more flexible and easier to use than systems like GNU make. Contrary to most build systems, it is a forward build system, meaning that products are defined from their pieces and built in the natural direction versus as an implicit graph driven by production rules.

2A03

Github

2A03 is a minimalist synthesizer based around the features present in the NES CPU of the same name. Songs are compiled from a high-level assembly language into bytecode that is then interpreted by the synthesizer.

libwaffle

Github

Libwaffle is a light-weight, modular synthesizer library that utilizes JACK for output and includes OSC support.

LuaGame

Repo

LuaGame is a rapid development tool for games that is based around the Lua programming language, SDL, and OpenGL.

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Other Stuff

Screen Space Ambient Occlusion for Non-Photorealistic Rendering

Brett Lajzer, Daniel Nottingham, Barbara Cutler

Project Page

Poster at i3D 2009. Collaboration with Daniel Nottingham and Barbara Cutler. Presented our work on combining SSAO with NPR shading.

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