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Matteo Russo

Software engineer with 4 years of experience in designing, developing, and maintaining software applications. Currently acts as the lead programmer on AR/VR projects in Unity 3D, overseeing end-to-end development of immersive applications, performance optimization, and prototyping of innovative interaction models.

Experience

Junior Gameplay Programmer at Xplored Srl Rapallo
Rapallo, Italy April 2023

  • Collaborating with a team of developers to design and implement gameplay elements
  • Employing Unity's scripting system to create interactive and dynamic gameplay features
  • Extended entity-component system in Unity to improve code structure
  • Optimizing game performance by identifying and resolving bottlenecks and inefficiencies

Junior Developer at Docflow S.p.a.
Rome, Italy September 2021 - April 2023

  • C# .NET Framework, SQL Server, JavaScript
  • Implemented and updated application modules under the direction of Senior Software Developers

Vampire: The Masquerade - Milan Uprising

Worked closely with senior developers to implement performance optimizations, improving game speed and responsiveness

The Bad Karmas and The Curse of Zodiac

As a member of the Teburu Team, I playtested the game and worked as an internal QA tester. The game is a cooperative, tactical boss-battle in which up to five players have to fight against each of the Zodiacs.

Minecraft Jam in Unity3D

I partecipated to a jam whose main topic was Minecraft. The goal was to recreate some icon aspects on the game, I decided to create the base gameplay structure during the survival mode.

Lazy Fox Unity2D Game

Solo Unity Game to learn Unity2D system and features

Donut in Blender

Small project to understand the fundamentals of 3D modeling such as Texturing, Modeling, Lightning and Rendering

Microfacet BRDF Approximation Employing Linearly Transformed Cosines

One of the most challenging topics in Physically-Based Rendering (PBR) is to model the interaction between light and matter when the latter is a surface with a high degree of roughness.

Hair Rendering in Photo-Realistic Rendering

Reproduction of the State-of-the-Art Algorithm to render Hair in a Photo-Realistic render

Battle Monsters - Android Game

Project developed for the Mobile Application and Cloud Computing Course.
The Multiclient Battle Simulation Game exploits the Firebase Cloud system and a server located on Pythonanywhere

Javascript Game with Hierarchical Structures in WebGL

The game was developed during the Interactive Graphics course employing: Graphic libraries (Three.js) and Algorithms, Animation Theory and Hierarchical Models.

Education

My course of Study in summary

Master of Science: Engineering in Computer Science

Sapienza, University of Rome, 12/2018 - 07/2022

Thesis: Microfacet BRDF Approximation Employing Linearly Transformed Cosines.

It concerned the open problem in Computer Graphics of Energy Loss in currently state-of-the-art Path Tracers

Bachelor of Science: Computer and System Engineering

Sapienza, University of Rome - Rome, 12/2018
Thesis: Javascript Game

It concerned the development of a 3D Video Game in WebGL

Skills

Programming Languages:


  • C#
  • C++
  • Python
  • Java
  • Javascript
  • Kotlin

Frameworks and Tools


  • VS Studio
  • VS Code
  • Unity
  • Blender
  • Jupyter

Languages


  • Italian (Mother Tongue)
  • English (C1)
  • Japanese (Beginner)