Daniel GimbatschkiIT-Systems Engineer – Developer – Tech Enthusiast – #StandWithUkraine
Portfolio
About
(he/him) I am a Software Engineer and Generalist, currently working at itacs GmbH in Berlin. I use this site to publish information about exciting and fun projects I had the pleasure to contribute to.
I am curious about scalable Full Stack systems and what makes them great – and like to spend more than a few seconds thinking about security. Rendering stuff is fun too!
PlaytestCloud is a service platform for remote playtesting of mobile games on iOS and Android, as well as desktop games on Windows. I helped develop a fully-fledged, scalable web platform built with Ruby on Rails that enables clients to specify requirements, place orders, and receive video recordings of play sessions. The platform also includes integrated tooling for analyzing results, such as transcriptions and annotations.
To achieve fast turnaround times of less than two days from order to published results, the entire process is automated. Game artifacts (.ipa and .apk files) are injected with a sophisticated recording toolset (written in Objective-C and Java respectively) that operates invisibly within the game process while guiding testers through the playtesting process and automatically delivering results.
Room Ar
Category:
Augmented Reality Visualization of Furniture on Mobile Devices
I developed an iOS App for iPhone and iPad to visualize furniture in your home environment using Augmented Reality. The software was structured in a modular way, using ARKit SDK for the Augmented Reality experience, Unity for sophisticated real-time rendering, and integrating these components into a native Swift project for optimal user experience.
Spatial Analytics
Category:
Interactive Visualization for Spatial Analytics
Date:
04/2015 - 09/2015
Technologies:
WebGL, three.js, Node.js
I developed a Web application to visualize georeferenced data as part of a project seminar in university. The application allows import and 3D Visualization of Geodata in order to provide an interactive visual analytics tool for data analysts.
As part of the ‘Virtual Reality Gaming’ seminar at the university, we developed a prototype that enhances a full-scale underwater Virtual Reality Experience (using Oculus Rift and a motion capture system) with haptic feedback from assistant players.
Prone Game
Category:
Game programming
Date:
10/2012 - 04/2013
Technologies:
Nvidia PhysX, Open Scene Graph, GLSL, OpenGL
In a team of four students, we have developed a simple but versatile racing game. Using a Wii remote control or the keyboard, you control a ball on a procedurally generated track. To master a track, you have to avoid obstacles, hit power-ups and try to achieve the fastest time on the track. Create your own levels or modify existing ones and then share them with your friends.
I developed glAnnotations, a high-performance OpenGL library for real-time 3D annotation rendering. The library enables adding text labels and notes to 3D graphics – similar to how you might add sticky notes to physical objects. I designed a flexible constraint-based layout system supporting both world-space and view-space annotations, with efficient GLSL rendering techniques that maintain good visual quality while keeping the solution lightweight.