David González

Desarrollador De Front-end at Autónomo

Rivas-Vaciamadrid, Community of Madrid, Spain
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Summary

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Senior
🎓
Top School
David González is a front-end developer with 12 years of experience blending professional work and self-taught curiosity, currently freelancing and co-leading indie game studio LamaGlama Games. Based in Rivas-Vaciamadrid, he specializes in JavaScript-driven interfaces and has a strong background in object-oriented front-end architectures from roles in healthcare, insurance, and enterprise teams. At Plain Concepts he contributed to the Evergine graphics engine research team and on GitHub improved the popular FBX2glTF tool by fixing mesh sharing, normal transforms, and duplicate name handling—showing depth in 3D asset processing beyond typical web work. He moved quickly early in his career from full-stack and back-end C# work into modern front-end patterns, IoC/DI practices and MVC workflows. Outside of client work he builds games and pursues photography and amateur astronomy, bringing a visual and systems-oriented mindset to UI and graphics problems.
code12 years of coding experience
job8 years of employment as a software developer
bookCertificate of higher education in Web development, Certificate of higher education in Web development at I.E.S Gerardo Diego
languagesSpanish, English
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Github Skills (6)

c-language10
cprogramming-language10
gltf10
data-structure9
data-structures9
algorithms8

Programming languages (7)

C#C++CSSWebAssemblyMathematicaHTMLHLSL

Github contributions (5)

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facebookincubator/FBX2glTF

Nov 2017 - Jan 2018

A command-line tool for the conversion of 3D model assets on the FBX file format to the glTF file format.
Role in this project:
userBack-end Developer
Contributions:5 commits, 6 PRs, 9 comments in 1 month
Contributions summary:David primarily focused on modifying the FBX2glTF tool to improve its handling of 3D model data. They implemented features to allow multiple nodes to share the same mesh, addressing a key limitation in the original tool. Further contributions included correctly transforming normals and fixing issues with duplicate names, contributing to the accuracy and functionality of the model conversion process. These modifications involved changes to the core logic for reading and processing FBX files, as well as adjustments to the data structures used for representing 3D models.
command-line-tool3d-modelsfile-formatwavefrontvolume-rendering
EvergineTeam/SmartCityDemo

Apr 2021 - Sep 2022

Contributions:1 release, 13 commits, 6 pushes in 1 year 5 months
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David González - Desarrollador De Front-end at Autónomo