Arthur Brussee

Games System Engineer at DeepMind

Amsterdam, North Holland, Netherlands
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Summary

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Rockstar
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Arthur Brussee is a games systems engineer and graphics programmer with nine years of experience building visually rich, performance-critical interactive systems, currently working at DeepMind in Amsterdam. With a foundation in physics and advanced study in computer graphics and vision, he has led graphics for acclaimed titles like Ori and the Blind Forest and Manifold Garden, and contributed tooling and optimization across VR and AR projects. He is a seasoned Unity developer and shader/tooling author who also founded Tiny Cube Studio, delivering high-end GPU particle middleware and visualization tools. Beyond game engines, Arthur contributes low-level performance work to open-source ML infrastructure—helping optimize the Rust-based Burn framework’s WGPU backend and allocation paths—reflecting his interest in combining graphics with machine learning and XR. Colleagues rely on him for hard technical problems, cross-disciplinary thinking, and pragmatic optimizations that make complex visuals run smoothly at scale.
code9 years of coding experience
job8 years of employment as a software developer
bookBSc, Physics, BSc, Physics at Universiteit Utrecht
bookUniversity College London
languagesEnglish, Dutch
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Stackoverflow

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Github Skills (8)

deeplearning-ai10
rust10
deep-learning10
concurrency10
high-performance9
tensor9
autodiff9
machine-learning7

Programming languages (8)

C#TypeScriptRustCJavaScriptZigJupyter NotebookPython

Github contributions (5)

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tracel-ai/burn

Mar 2024 - Mar 2025

Burn is a new comprehensive dynamic Deep Learning Framework built using Rust with extreme flexibility, compute efficiency and portability as its primary goals.
Role in this project:
userBack-end Developer
Contributions:11 reviews, 32 PRs, 35 comments in 1 year
Contributions summary:Arthur primarily contributed to the `burn` deep learning framework, focusing on low-level implementations and performance improvements. Their work involved adding features for initializing the Wgpu backend with existing devices, which included making necessary adjustments to data structures and synchronization mechanisms. They also optimized the client.create function for small allocations, enhancing overall performance. Additional contributions involved making core parameters public, and adjustments to the sync/async handling.
rustyburnndarraydeep-learningrust
ArthurBrussee/brush

Oct 2024 - Apr 2025

3D Reconstruction for all
Contributions:2 reviews, 111 PRs, 437 pushes in 5 months
gaussian-splattinggraphicsreconstruction
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