Viktorย Zoutman

Rendering Engineer at Embark Studios

Stockholm, Sweden
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Summary

๐Ÿคฉ
Rockstar
๐ŸŽ“
Top School
Viktor Zoutman is a rendering engineer with 11 years of experience building GPU and graphics systems, currently shaping real-time visuals at Embark Studios from Stockholm. He combines a strong mathematics background and a BASc in Game and Interactive Media Design with hands-on contributions to notable open-source projects like rust-gpu and winit, improving shader tooling and cross-platform windowing. Viktor focuses on enabling artists through robust shader pipelines and performance-oriented production tooling, and has implemented linker-level shader transformations and platform-specific window features. Outside work he pursues endurance hobbies like bikepacking and hitchhiking, reflecting a pragmatic, systems-minded approach to problem solving and exploration.
code11 years of coding experience
job1 year of employment as a software developer
bookBachelor of Applied Science - BASc, Game and Interactive Media Design, 9.0, Bachelor of Applied Science - BASc, Game and Interactive Media Design, 9.0 at Breda University of Applied Sciences
bookMBO Game Developer, MBO Game Developer at Alfa-college
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Github Skills (15)

windows10
windowing10
gpu-programming10
macos10
rust10
shader10
android10
windows-gui9
webgpu8
linker7
x114
ios4
wasm-pack4
rust-wasm4
wayland4

Programming languages (11)

C++CSSRustCObjective-C++JavaScriptHTMLVim Script

Github contributions (5)

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EmbarkStudios/rust-gpu

Oct 2020 - Jul 2021

๐Ÿ‰ Making Rust a first-class language and ecosystem for GPU shaders ๐Ÿšง
Role in this project:
userFull-stack Developer (Shader/GPU Focus)
Contributions:79 reviews, 38 commits, 26 PRs in 9 months
Contributions summary:Viktor primarily contributed to the development of shader examples and the integration of `rust-gpu` within the `embarkstudios/rust-gpu` repository. Their work involved modifying existing examples to utilize the `rust-gpu` framework for vertex and fragment shaders. They fixed shader naming, implemented conditional branch structurization within the linker, and added a WGPU example. These changes highlight a focus on enabling and improving GPU shader development within the Rust ecosystem.
gpu-programminggpu-accelerationrustshadersvulkan
rust-windowing/winit

Jun 2020 - Dec 2020

Window handling library in pure Rust
Role in this project:
userFull-stack Developer
Contributions:16 reviews, 5 commits, 5 PRs in 6 months
Contributions summary:Viktor contributed significantly to the `winit` project, focusing on cross-platform windowing features. They implemented Mac OS-specific fullscreen and dialog support, including changes to event handling and window management. The user also worked on Android run return functionality, demonstrating cross-platform knowledge. Further contributions included bug fixes and enhancements for Windows, adding the ability to force a theme and addressing message box issues.
waylandwindowsx11rustwindowing
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