Aleš Mlakar is an independent game developer and generalist programmer with two decades of experience building and leading engine, tools, and gameplay teams for PC, console and mobile titles. He specializes in C/C++ low-level systems and has ported custom engines to Android, iOS, Nintendo Switch and PS5, while also shipping Unity projects and contributing to Unreal work. As a technical lead he guided development on ten released games including World of Goo Remastered and World of Goo 2, and earlier AAA and licensed titles, blending product-focused delivery with deep engine craftsmanship. An active contributor to the bgfx graphics library, he has implemented language bindings and fixed Vulkan and Metal shader issues, reflecting strong cross-platform graphics and shader knowledge. Based in Slovenia, he excels at quickly adapting to new challenges and producing self-documenting, maintainable code across the stack. Beyond shipped games, he’s built internal middleware and tooling (simulation and book-generation systems) that streamline production workflows.
Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Role in this project:
Full-stack Developer
Contributions:6 commits, 9 PRs, 35 comments in 1 year 1 month
Contributions summary:Aleš primarily contributed to the `bgfx` graphics library by implementing and updating bindings for the Beef programming language. They were also involved in fixing issues in the Vulkan shader compiler, specifically addressing uniform size limitations. Additionally, the user made changes related to metal shaders, adjusting the compiler to ignore specific uniforms and updating shader binaries in the examples. These contributions span multiple areas of the project, including language bindings and shader compilation, indicating a strong grasp of the library's inner workings.
Contributions:14 pushes, 1 branch in 4 years 5 months
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Aleš Mlakar - Independent Game Developer at Self-employed