Bhavan Vaishnav

Bhavan Vaishnav

Burnaby, British Columbia, Canada
720 followers 500+ connections

About

Over eleven years of industry experience developing on various platforms…

Activity

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Experience

  • Epic Games Graphic

    Epic Games

    Vancouver, British Columbia, Canada

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    Vancouver, British Columbia, Canada

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    Vancouver, Canada Area

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    Copenhagen

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    Copenhagen Area, Denmark

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    Hyderabad, Andhra Pradesh, India

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    Bangalore, Karnataka, India

Education

  • Abertay University Graphic

    University of Abertay Dundee

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    Developed three video game prototypes on varying platforms (PSP, PC [Kinect] & PS3 [Move])

    Emphasis on development practices from elevated concept pitches to incremental agile development processes

    Designed and developed a water wave simulation prototype for the PlayStation2 demonstrating advanced use of graphics synthesizer and vector unit 1

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    Designed and developed a graphics package (similar to MS Paint)

    Delivered a technical seminar on the Direct3D10 pipeline

Projects

  • MediEvil: Defence O' The Damned for Playstation Move

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    PS3 Move prototype developed in collaboration with Sony and the original MediEvil team at Sony Cambridge. Adapted from a previous prototype designed for the PSP, this game was presented at Protoplay 2011 and recieved a very warm public reception.

    Other creators
    See project
  • DrainD

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    A futuristic tunnel-shooter prototype set in an abandoned metro section. The game experiments with full Kinect™ integration using the OpenNI™ framework. This was a university project carried out by a fantastic team of seven over a three month schedule.

    Other creators
    See project
  • Apox

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    A Mad Max-esque, post-apocalyptic, real-time strategy game that presents a very unique game-play experience by blending first person shooter components with classic RTS mechanics. The game was released (2010) on Steam.

    Other creators
    See project
  • Fractals And Water Simulation On The Cell BE

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    Porting and optimization of fractals and a simple water wave simulation algorithm on the Cell Broadband Engine. The algorithms were initially implemented in win32 and later ported onto linux based PlayStation3 kits.

    The approach involved profiling and analyzing algorithmic dependencies, optimizing data flow, and carrying out architecture specific optimization’s such as double buffered DMA, SIMDizing, SPU to SPU communication, loop unrolling etc. The speedups gained by SPU implementations…

    Porting and optimization of fractals and a simple water wave simulation algorithm on the Cell Broadband Engine. The algorithms were initially implemented in win32 and later ported onto linux based PlayStation3 kits.

    The approach involved profiling and analyzing algorithmic dependencies, optimizing data flow, and carrying out architecture specific optimization’s such as double buffered DMA, SIMDizing, SPU to SPU communication, loop unrolling etc. The speedups gained by SPU implementations were encouraging, and varied between 5x and 20x over their PPU implementations, depending on the techniques used.

    See project

Languages

  • English

    Full professional proficiency

  • Hindi

    Native or bilingual proficiency

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