Stefano Lanza

Graphics Researcher And Developer at Huawei Ireland Research Center

Badalona, Catalonia, Spain
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Summary

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Senior
🎓
Top School
Stefano Lanza is a graphics researcher and developer with over two decades of industry experience and a focused eight-year track record in modern engine and rendering work, now based in Badalona, Spain. He has shipped multi-platform engines and graphics systems for games, simulations and DCC tools—contributing to proprietary OpenGL drivers, real-time photorealistic vehicle rendering, and cross-platform game engines using C++17, bgfx and Emscripten. Stefano blends low-level rendering expertise (aerial scattering, specular antialiasing, volumetrics) with practical engine engineering—memory allocators, tooling and editor work—bringing both R&D rigor and production-readiness. An active contributor to the Spine runtimes, he has optimized 2D skeletal animation pipelines and added platform/compiler support, showing attention to performance and portability. His background in telecommunications and an AI master thesis hint at a strong analytical foundation that complements his graphics systems intuition.
code8 years of coding experience
job13 years of employment as a software developer
bookTelecommunications Engineering Telecommunications Physics Electronics, Telecommunications Engineering Telecommunications Physics Electronics at Politecnico di Milano
bookMaster Thesis Artificial Intelligence, Master Thesis Artificial Intelligence at Université libre de Bruxelles
languagesItalian, English, French, Spanish
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Github Skills (8)

c-language10
cprogramming-language10
2d10
cocos2d-x10
spine10
animation10
game-dev9
visual-studio8

Programming languages (3)

C++CJavaScript

Github contributions (5)

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2D skeletal animation runtimes for Spine.
Role in this project:
userFull-stack Developer
Contributions:11 commits, 4 PRs, 1 comment in 10 months
Contributions summary:Stefano contributed to the 2D skeletal animation runtimes for Spine, focusing on features like skeleton culling and optimization. They implemented code changes, added Visual Studio compiler support, and fixed indentation issues. Their work included porting fixes and optimizations to the spine stable branch, and addressing project and premultiplied alpha related issues.
skeletal-animationanimationgamedevgame-devruntimes
socialpoint/spine-runtimes

Mar 2018 - Sep 2019

2D skeletal animation runtimes for Spine.
Contributions:1 PR, 12 pushes, 4 branches in 1 year 5 months
skeletal-animationanimationruntimesspineanimations
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Stefano Lanza - Graphics Researcher And Developer at Huawei Ireland Research Center