Carsten Wenzel

Angestellt, Technical Director - Engine R&D, Cloud Imperium Games
Frankfurt am Main, Deutschland

Fähigkeiten und Kenntnisse

Extensive software development experience
Specialized in video game engine architectures
Experience in speaking at international conference
International work experience

Werdegang

Berufserfahrung von Carsten Wenzel

  • Bis heute 10 Jahre und 10 Monate, seit Jan. 2015

    Technical Director - Engine R&D

    Cloud Imperium Games
  • 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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