Resume
Kamchai Loketkrawee
Game Developer
(206) 226 7140 | kamchailo@gmail.com
About me
I am an experienced game developer with expertise in graphic programming and custom game engines, and proficient in commercial game engines like Unity and Unreal 5. With a background in art and game design, I bring a holistic perspective to my work that combines technical skill with creative vision.
Skills
Programming Languages
C / C++
C#
Python
Java
HTML
CSS
Typescript
JavaScript
Programming
Multithreading
C++ STL
Data Structures & Algorithm
Unity
Unreal 5
Graphic APIs
Vulkan
OpenGL
Unity Shader Graph
Unreal Material Editor
Amplify Shader Editor
3D Software
Maya
Blender
Substance Designer
Tools
Visual Studio
Github
XCode
RenderDoc
Nvidia NSight
Engineering Project
Vulkan Graphics Framework
Jun, 2023 - Present
Created Clustered Shading using Compute Shader, which helps optimize a scene with a large number of lights
Utilized Vulkan synchronization allows GPU to render and present separately to reduce wait time on the host
Created a GPU particle system that computes millions of particles synchronously with the graphics pass
Implemented Parallax Occlusion using pyramidal displacement to improve depth illusion on the flat surface
Added real-time raytracing mode using the Monte Carlo method to accumulate light data along the path
Improved the raytracing result by Denoising with De Boor’s algorithm to mitigate artifacts from randomness
Added Deferred Shading Pipeline to support a tremendous amount local lights with maximum efficiency
Animation Framework
Aug 2023 - Present
Created a keyframe-based Animation framework using Vulkan to display the 3D models with debugging joints
Utilizing VQS (Vector, Quaternion, Scale) to reduce the calculation of the transformation concatenating from matrix multiplication
Added the motion control that supports ease-in/out along the Catmull-Rom curve for realistic animation
Implemented Inverse-kinematic (IK) using a FABRIK approach and Slerp to create natural movement
Night Owl Engine -- Custom 3D/2D Game Engine using C++
Aug, 2022 - Present
Implemented the hybrid particle system that offloads the position calculation of each particle to the GPU
Created Material Serializer, which reads the uniform layout from GLSL shaders and creates Material Object
Added Debug Rendering System that uses geometry shader to show polygon mode with surface normal vectors, making debugging easier.
Vana Engine -- Custom 2D Game Engine
Aug, 2022 - Nov, 2022
Added Scene Graph in the rendering system which helps organize the GameObjects and their relationship.
Created a GameObject System using Component Pattern which helps decoupling and organizing.
Added GameObject Factory to deserialize the scene from JSON files to improve the scene creation process.
Integrate ImGui and implement easy to use custom DebugUIWindow to help users in debugging.
Implemented 2D OBB Collision Detection using separating axis theorem and broadcast to Event System.
Optimized the Collision Detection by separating colliders into layers which remove unnecessary computation.
Professional Experience
Freelance Unity Game Developer (Simu Cafe Match 3 Game)
Library Group, Phuket Thailand
May, 2022 - July, 2022
Implemented a system to handle interaction between states in match 3 game using gamestate pattern
Created algorithm to check dead-end for level generator using decision tree.
Optimized core matching mechanic to support any match pattern with less intensive calculation.
Created Auto Tile Generator using rule-based to help designers create any tile map from spreadsheet.
Integrated the network script to communicate with the server using the event system.
Contract Unity Shader Engineer (Reliquary - Nintendo Switch)
Jade Ember Studio, Boulder, CO
Oct, 2021 - April, 2022
Created 5 PBR triplanar shaders using Amplify to map texture on irregular terrain, with highly customizable.
Improved each shader using Amplify to support vertex painting which blended textures with height maps.
Implemented custom normal map calculation based on world coordinates to support triplanar shader.
Optimized shaders to support Nintendo Switch by reducing the calculation while achieving the same visual.
Implemented custom normal map calculation based on world coordinates to support triplanar shader.
Godot Game Developer (Project ICHR - IOS)
Cubic Creative Co.,Ltd., Bangkok Thailand
Mar, 2018 - Oct, 2021
Led the developing team implementing 2D Game using Godot Game Engine.
Created custom 2D lighting map for character and its shader to achieve comic like lighting.
Created Flashing fill shader to help emphasize the player feedback using GLSL.
Created procedural 2D lightning effect for lightning weapon type.
Designed the bullet pattern generation system to help designers to test the enemy behavior design.
Education
Master of Science, Computer Science — DigiPen Institute of Technology, Redmond, WA
Expected Graduation April, 2024
Master of Entertainment Art and Engineering (Game Art) — University of Utah, Salt Lake City, UT
May, 2017
Bachelor of Science, ICT (Computer Graphics) — Mahidol University, Thailand
May, 2014