Pär Winzell

Founding Engineer at CodeYam

Montpelier, Vermont, United States
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Summary

🤩
Rockstar
🎓
Top School
Pär Winzell is a founding engineer and seasoned software developer with 25 years of professional experience grounded in physics, mathematics, and computer science. He specializes in building virtual communities, multiplayer experiences, and immersive 3D pipelines—work exemplified by contributions to FBX2glTF and backend systems at Meta that handled full-fidelity glTF asset ingestion, PBR materials, and client-specific optimizations. Equally comfortable in low-level graphics, procedural content, and generative ML for games, he combines scientific rigor with an eye for aesthetic detail. A pragmatic individual contributor (not a manager) who prizes elegant code, clear communication, and supportive team culture, he focuses on elevating diverse perspectives and craftsmanship. Based in Montpelier, Vermont, he seeks problems where technology and beauty intersect and enjoys digging into research to turn novel ideas into production-quality systems.
code11 years of coding experience
job26 years of employment as a software developer
bookMS, Math / CS, MS, Math / CS at Linköping University
languagesGerman, Swedish, English
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Github Skills (7)

fbx10
c-language10
3d-graphics10
cprogramming-language10
gltf10
computer-engineering9
drc7

Programming languages (11)

TypeScriptJavaC++CRustJavaScriptMathematicaPHP

Github contributions (5)

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facebookincubator/FBX2glTF

Oct 2017 - Apr 2020

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:20 releases, 205 commits, 99 PRs in 2 years 6 months
Contributions summary:Pär's contributions focused on improving the conversion of 3D model assets from the FBX file format to the glTF file format. Their work included correctly transforming UV coordinates, refactoring material and texture code, and improving the texture resolution process. The user also added support for blend shapes/morph targets, as well as creating a more general way to represent texture transformations. The user implemented PBR (Physically Based Rendering) material support, fixed and improved inheritance warnings, and added support for 32-bit indices.
command-line-tool3d-modelsfile-formatwavefrontvolume-rendering
zellski/glTF

Oct 2017 - Mar 2020

glTF – Runtime 3D Asset Delivery
Contributions:3 PRs, 37 pushes, 21 branches in 2 years 4 months
3d-modelswebglruntimevolume-renderingcollada
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Pär Winzell - Founding Engineer at CodeYam