
Carsten Wenzel
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Fähigkeiten und Kenntnisse
Werdegang
Berufserfahrung von Carsten Wenzel
- 1 Jahr und 7 Monate, Juni 2013 - Dez. 2014
R&D Technical Director - CryEngine Core
Crytek
Consulting engine TD on Ryse. Developed and enforced tech budgets, analyzed runtime and memory performance, defined work items to get the game running smoothly. Currently leading CryEngine refactoring efforts for future titles, platforms and graphics APIs + research into coming visual upgrades and VR. Driving efforts to unify engine development, defining and enforcing processes to further improve quality of engine code + technology and to reduce time until results can be used. Hands on code every day!
- 3 Jahre und 10 Monate, Aug. 2009 - Mai 2013
Lead R&D Software Engineer - CryEngine Core
Crytek
Lead core R&D group and cross platform memory optimization efforts for Crysis 2 release. Profiled and optimized CryEngine 3 on multiple platforms, shipping Crysis 2 in the process. Helped moving renderer to DX11. Introduced static code analysis to build process. Lead shipping of DX11 visual upgrade for Crysis 2. Provided visual upgrades and performance improvements to Crysis 1 on consoles.
- 5 Jahre und 2 Monate, Juni 2004 - Juli 2009
Senior R&D Software Engineer
Crytek
Responsible for a lot of visual upgrades to CryEngine 2 (atmospherics, depth based rendering effects, POM, etc). Tightly integrated Scaleform's GFx which lead to significant improvements to their API. Helped moving renderer to DX10. Profiled and optimized CryEngine 2, shipping Crysis 1 in the process. Heavily involved in porting CryEngine 3 to consoles and getting it multithreaded. Researched into future rendering options for CryEngine. Introduced type safe engine extension system to foster modular design.
- 1 Jahr, Juni 2003 - Mai 2004
R&D Software Engineer
Crytek
Initially worked on CryEngine technology studies for GameCube, PS2 and Xbox. Profiled and optimized CryEngine rendering and system code, shipping Far Cry in the process. Did the initial CryEngine port to Linux for dedicated server support and also ported CryEngine to Win64, shipping Far Cry 64 bit.
- 2 Jahre und 2 Monate, Apr. 2001 - Mai 2003
Software Engineer
Software Service John
Developed the core of a 2D/3D rendering system to visualize and manipulate geodesic data in real-time.
- 8 Monate, Aug. 2000 - März 2001
Software Engineer (Intern)
Totally Games
Graphics and effects programmer on a Xbox title. Wrote a tech demo for the launch of NVIDIA's GeForce3 chip.
- 2 Jahre und 6 Monate, Feb. 1998 - Juli 2000
Software Engineer
Software Service John
Developed the core of a 2D/3D rendering system to visualize and manipulate geodesic data in real-time.
Ausbildung von Carsten Wenzel
- 5 Jahre und 3 Monate, Okt. 1997 - Dez. 2002
Computer Science
Ilmenau, University of Technology
Computer Graphics, Software Engineering & Architecture, Algorithms, Math
Sprachen
Englisch
Fließend
Deutsch
Muttersprache
Russisch
Grundlagen
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