Summary
Felipe Antoniosi is a Rendering Software Engineer with over a decade of game development experience, currently building real-time graphics at Electronic Arts in Burnaby. He brings deep C/C++ expertise, 3D math, shader development (including compute shaders), and low-level SIMD/AVX optimizations across consoles, PC and mobile. Felipe has strong core engine experience with Unreal and Frostbite, proven multithreading skills, and a history of shipping rendering features at Capcom and Gameloft. Fluent in English, French, Portuguese and Spanish, he is comfortable in cross-cultural teams and codebases spanning Windows, Linux, macOS and console platforms. Known for pragmatic O.O. modelling and problem-solving, he pairs engine-level thinking with hands-on shader and performance tuning. Outside the obvious, his long tenure across diverse studios suggests an ability to rapidly adapt graphics tech to different pipelines and production constraints.
11 years of coding experience
10 years of employment as a software developer
B.Sc System Analysis, B.Sc System Analysis at Pontifical Catholic University of Campinas
English, French, Spanish, Portuguese