A Model for Real-Time Ocean Breaking Waves Animation
Procedural model that animates ocean breaking waves in real time with minimal CPU and GPU cost, from a small set of parameters.
Engineering Manager at Bad Robot Games. Founder of Maned Wolf Games. I build gameplay systems and lead the teams that ship them.
15+ years. 16 titles. PC, VR, AR and mobile. From Cartoon Network's Ben 10 to the award-winning I Expect You To Die, Henry has directed games with Google and LEGO and led the localization tech later reused in Among Us VR.
Stage 1Player profile
I earned my B.Sc. in Computer Science from PUCRS at 21, while doing computer graphics R&D at the Hewlett-Packard PUCRS Laboratory. I completed the PUCRS/Ubisoft Game Development specialization in 2011 and my master's in computer graphics in 2012, including time as a visiting scholar at Carnegie Mellon University.
In 2013 I moved to the United States as Co-Director of Interactive Media Initiatives at Vissman Management. In 2015 I joined Schell Games, where I spent more than six years as an Advanced and then Senior Engineer and technical lead on a diverse slate of projects, with a strong focus on VR and AR. I then worked as a Senior Engineer at Twin Suns Corp on Project Octavia, a PvPvE Unreal Engine title.
Today I am an Engineering Manager at Bad Robot Games, where I previously served as Lead Gameplay Engineer, and the founder of Maned Wolf Games.
Stage 2Level select
Games I built, led or directed, from a four-player co-op shooter on PS5 to VR combat, AR dominoes and Cartoon Network mobile games.
Four-player co-op roguelike shooter from Bad Robot Games and PlayStation, coming to PS5 and PC. I joined as Lead Gameplay Engineer and am now Engineering Manager.
VR sword-fighting game that fuses melee and magic. I worked on gameplay, systems, and optimization.
Directed the localization and porting of the award-winning VR game, building a reusable Unity localization module later used in Among Us VR.
Stylized third-person spy action game with infiltration, gunplay and close-quarters combat, built in Unreal Engine. I worked on it as a Senior Engineer.
Cartoon Network mobile action-adventure using Ben's alien powers and Rook's Proto-Tool against Dr. Psychobos.
Award-winning VR chemistry game show where players run real lab procedures to become a Champion of lab practice. I was Tech Director.
LEGO and Schell Games' VR sandbox for building BrickHeadz characters, noted as one of the best Google Daydream apps. I was Tech Director.
An AR take on a classic pastime, made with Google: build domino courses in the world around you. I was Project Director.
Classic adventure meets turn-based battles in a dark-but-whimsical, flooded world. The first game from my studio, Maned Wolf Games.
Proof of concept for VR interactions grounded in real chemistry: measure and mix reactants to create a glowing reaction.
My first published VR title, part of the Gear VR store debut. I was responsible for optimization and gameplay.
Mobile 3D puzzle game about rescuing dehydrated water bears. My first project at Schell Games: localization and porting.
A hauntingly solitary journey through a timeless world. I programmed part of the alpha version released on OnLive.
Cartoon Network tower-defense game. I worked on the prototype with the Aquiris programming team.
Colorful vertical platformer for mobile with simple, unique controls. I built systems and gameplay early in development.
Game based on Erico Verissimo's 1936 book, built in two months in Unity as the final project of the PUCRS/Ubisoft games specialization.
Stage 3R&D lab
Graphics and simulation research from my computer science and master's years, and the tools that came out of it.
Procedural model that animates ocean breaking waves in real time with minimal CPU and GPU cost, from a small set of parameters.
Lightweight sky rendering technique for games with outdoor scenes and day-night cycles, at minimal CPU and GPU cost.
Framework for visualizing previously computed crowd simulations in real time, with rendering techniques and easy scene and agent management.
Analysis of real-time large-scale terrain rendering techniques for games, with a proposal for good visual quality at interactive rates.
Real-time procedural model that generates customizable 2D cartoon cracks for games, adapted from a leaf-venation method.
Semi-automatic process from 3D posture detection, body-part segmentation, and silhouette processing to an animatable 3D virtual human.
Collaborative virtual environment with voice and chat, computer-vision input, physics, weather effects, and facial and body avatar animation.
Real-time player for visualizing and post-processing virtual-human simulations, with lighting, shadows, weather, and video recording.
CMU ETC project: designed and built an interactive survey of vehicle roominess and visibility for General Motors.
Master's project reconstructing object geometry as a 3D mesh by sweeping a line laser and capturing images from multiple viewpoints.
Rotoscoping and compositing tool that lets anyone make short animated videos without complex software or long renders.
Astronomy-class simulator where users change mass, radius, and speed of celestial bodies; rendered with OpenSceneGraph or Irrlicht and HDR.
Publication presenting Mise en Scène, a framework for virtual human interactions.
Publication on a procedural approach to modeling groups of virtual agents from their environment to their behavior.
Stage 4Waiting for load…
Let's connect and make it happen.
hbraun87@gmail.com
Cheat code: up, up, down, down, left, right, left, right, B, A
Booting player profileTIP: The I Expect You To Die localization pipeline later shipped in Among Us VR.