Tech Lead Unity Demo Team at Independent Contractor
Greater Umeå Metropolitan Area Sweden
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Summary
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Rockstar
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Top School
Torbjorn Laedre is a seasoned rendering and graphics engineer with 13 years of experience leading Unity demo teams and shipping high-performance real-time graphics across studios like DICE, Ubisoft, and Scattered Entertainment. He combines deep technical expertise in rendering pipelines—demonstrated by contributions to Unity-Technologies/Graphics and refactors within the Scriptable Render Pipeline—with hands-on leadership as an independent tech lead since 2014. His background spans platform-level work on Frostbite/Battlefield titles to lead 3D programming, giving him a rare mix of engine-level systems knowledge and feature-driven production experience. Based in the Greater Umeå area, he pairs advanced academics in computer graphics and algorithms with a pragmatic focus on stability, compiler correctness, and light transport accuracy. Notably, his open-source activity shows attention to maintainability and clarity in complex graphics code rather than just feature additions.
13 years of coding experience
15 years of employment as a software developer
Advanced Algorithms & Maths, Advanced Algorithms & Maths at Oslo and Akershus University College
Bachelor of Engineering (BE), Computer Technics, Bachelor of Engineering (BE), Computer Technics at Buskerud University College (HiBu)
Computer Graphics, Computer Graphics at Østfold University College (HiØ)
Unity Graphics - Including Scriptable Render Pipeline
Role in this project:
Software Engineer (Graphics/Rendering)
Contributions:40 reviews, 131 commits, 7 PRs in 5 years 1 month
Contributions summary:Torbjorn primarily focused on refactoring and renaming components within the Scriptable Render Pipeline (SRP) for the Unity graphics engine. Their work included renaming post-processing related classes and files, demonstrating a deep understanding of the rendering pipeline structure. Further contributions involved fixing compiler warnings and addressing lightmap sampling issues, indicating a focus on improving the stability and correctness of the rendering system. They also added context to warnings about missing additional light data and improved light transport code.
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