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Roncq, France
I’m a 3D Artist with a strong foundation in game-ready assets, specializing in realistic hard-surface modeling for games and film. My workflow includes optimized topology, PBR texturing, UV mapping with texel density consistency, LOD creation, and biped character rigging. I also integrate assets into Unreal Engine with production constraints and real-time performance in mind. In addition, I run my own Unreal Engine-focused game development studio. If you’re looking for support in any of these areas, I’d be happy to collaborate and help bring your project to life.
- 3D Game Art
- 3D Animation
- 3D Design
- 3D Modeling
- 3D Art
- 3D Architectural Rendering
- 3D Model
- 3D Modeling Software
- Game Art
- Game Asset
- Game Background & Environment
- Game Engine
- Game Prop
- Game Level
- Game Development
Izmir, Turkey
🚀 𝐓𝐨𝐩 𝐑𝐚𝐭𝐞𝐝 𝐆𝐚𝐦𝐞 𝐄𝐧𝐠𝐢𝐧𝐞 & 𝐑𝐞𝐧𝐝𝐞𝐫𝐢𝐧𝐠 𝐒𝐲𝐬𝐭𝐞𝐦𝐬 𝐃𝐞𝐯𝐞𝐥𝐨𝐩𝐞𝐫 & Game Developer As a 𝐓𝐨𝐩 𝐑𝐚𝐭𝐞𝐝 Upwork freelancer, I help teams build high-performance, scalable game engines and rendering systems, from extending existing engine technology to developing custom engine systems from the ground up. I specialize in graphics programming, core engine architecture, and performance-critical game technology. My work focuses on building clean, scalable, and maintainable systems that support real production needs, not just short-term prototypes. 𝐂𝐨𝐫𝐞 𝐄𝐱𝐩𝐞𝐫𝐭𝐢𝐬𝐞: ◙ 𝗚𝗮𝗺𝗲 𝗘𝗻𝗴𝗶𝗻𝗲 𝗔𝗿𝗰𝗵𝗶𝘁𝗲𝗰𝘁𝘂𝗿𝗲 Custom engine systems, modular architecture, ECS-based workflows, runtime systems, and long-term maintainability. ◙ 𝗚𝗿𝗮𝗽𝗵𝗶𝗰𝘀 & 𝗥𝗲𝗻𝗱𝗲𝗿𝗶𝗻𝗴 Rendering pipelines, GPU-oriented workflows, low-level rendering systems, and modern graphics API integration. ◙ 𝗟𝗼𝘄-𝗟𝗲𝘃𝗲𝗹 𝗣𝗿𝗼𝗴𝗿𝗮𝗺𝗺𝗶𝗻𝗴 C, C++, and C# development for performance-sensitive systems, tools, and engine-level features. ◙ 𝗚𝗿𝗮𝗽𝗵𝗶𝗰𝘀 𝗔𝗣𝗜𝘀 DirectX 11, DirectX 12, Vulkan, and OpenGL. ◙ 𝗘𝗻𝗴𝗶𝗻𝗲 𝗦𝘆𝘀𝘁𝗲𝗺𝘀 Physics and audio integration, resource and asset management, GPU-focused workflows, and production-ready technical foundations. ◙ 𝗨𝗻𝗶𝘁𝘆 & 𝗨𝗻𝗿𝗲𝗮𝗹 𝗘𝗻𝗴𝗶𝗻𝗲 Senior-level experience with Unity and intermediate experience with Unreal Engine, giving me practical insight into different engine architectures and real-world production workflows. ◙ 𝗧𝗼𝗼𝗹𝗶𝗻𝗴 & 𝗪𝗼𝗿𝗸𝗳𝗹𝗼𝘄𝘀 Engine tooling, editor frameworks, ImGui-style tools, Git/GitHub collaboration, and CMake-based build systems. 𝐖𝐡𝐚𝐭 𝐈 𝐁𝐫𝐢𝐧𝐠 𝐭𝐨 𝐏𝐫𝐨𝐣𝐞𝐜𝐭𝐬: I bridge low-level engine development with practical production requirements. Whether you need to optimize an existing rendering system, extend your engine architecture, build internal tools, or develop core technology for a custom engine, I focus on solutions that are fast, reliable, and maintainable. My priority is not just making systems work. It is making them robust enough to scale with the project. If you are looking for a Top Rated developer who can work close to the engine layer, understand performance constraints, and build clean technical foundations for your game or rendering project, let’s discuss your requirements.
- OpenGL
- C++
- C#
- Unreal Engine
- Unity
- C
- Game
- OpenGL Shading Language
- Game Development
- C++/CLI
- Graphics Programming
- DirectX
Argenteuil, France
I’m a senior creative engineer specializing in JUCE/DSP, real-time 3D, Qt/HMI, AI systems, FFmpeg workflows, and full-stack product development. I build production-ready software across audio plugins, desktop apps, WebGL/XR experiences, AI-powered tools, and media-processing pipelines. My strength is combining strong engineering with design precision, so the final product is not only functional, but fast, polished, and easy to use. Core skills include: Audio/DSP: JUCE, C++23, VST3, AU, CLAP, FFmpeg, custom plugin GUIs 3D/XR: Three.js, WebGL, WebXR, Unity, OpenGL, Blender AI/ML: Python, PyTorch, OpenCV, RAG, FastAPI, automation workflows Full-Stack: Next.js, React, Electron, Node.js, Hono.js, Cloudflare, PostgreSQL, Docker I’m a good fit if you need a reliable technical partner for complex creative software, including audio tools, 3D viewers, AI applications, video-processing systems, or custom desktop/web platforms.
- C++
- C#
- TypeScript
- Audio Engineering
- Audio & Music Software
- Digital Signal Processing
- AI Consulting
- Python
- FFmpeg
- Next.js
- PostgreSQL
- Three.js
- WebGL
- Unity
- Blender
Elk Grove, California
I am a Computer Science student and software developer experienced in web development, 3D graphics, and game architecture. I enjoy working with teams to turn client's ideas into finished products. My experiences includes Java, Python, TypeScript, React, Flask, SQL, OpenGL, JOGL, GLSL shaders, and GitHub. I have worked on projects such as cross-platform expense tracker, Java HTTP server and load testing tool, 3D graphics projects, an AI powered sermon sub for a church client, and a multiplayer zombie tag game that features all game mechanics and NPCs. - Strong in Java, Python, TypeScript, React, Flask, SQL, and GitHub - Experienced in game development, 3D graphics, shaders, networking, physics, AI systems - Comfortable with frontend, backend, debugging, project planning, and team collaboration - Interested in game development, AI deep reinforcement learning, Local LLM, PC building, and software development. - Clear and frequent communication is important to me when being successful on an project - I love honest feedback as it makes me grow as a person and helps me to teach others in being successful
- Game Design
- Game
- Product Development
- Construction Document Preparation
- Web Application
- Web Development
Warsaw, Poland
Hello! My name is Aleksandr Kalinin. I have a double major in Math and CS. I have been programming professionally since 2006. Skills: C++ 11/14/17/20/23, STL, SIMD (SSE, AVX, AVX512), CMake, vcpkg, Conan, Boost, perf, VTune. Python, Data Science, NumPy, Pandas, Matplotlib. Rust, tokio. Algorithms, Data Structures, Computational Geometry, Optimization, Linear Algebra, Numerical Methods. Concurrent Programming, Multithreading, Lock-free Programming. CUDA, HIP, OpenCL, Compute Shaders, Halide, TBB, OneAPI. MATLAB, SageMath, Mathematica. Graphics Programming, Vulkan, Metal, DirectX 12, OpenGL, HLSL, GLSL, MSL, Slang, Real-time Rendering, Custom Engine Development. Unreal Engine 4/5, UE5 (3D, PCG, Geometry Scripting, Control Rig, Niagara, UMG, Slate, GAS, Chaos Cloth), Godot, Cocos2dx Machine Learning, Deep Learning, PyTorch, TensorFlow, Scikit-Learn, ONNX, TensorRT. Computer Vision, Image Processing, OpenCV, Roboflow, Triton, YOLO, YOLOv11, DETR, RT-DETR, Faster R-CNN, R-CNN, U-Net, DeepLabV3+, SAM, SAM2, SegFormer, ResNet, ConvNeXt, ViT, Swin. Optimization / Solvers: OR-Tools (CP-SAT), Z3, MiniSAT, SCIP, HiGHS, IPOPT, MiniZinc. Point Cloud Processing, Collision Detection, Physics Simulation. Maya API, Houdini API (HDK, VEX, HScript), Blender Python API, Pipeline Tools Development. Software Porting, Game Development. Qt, QML, PySide6, JUCE, WxWidgets, VTK. iOS Development, Swift, Objective-C, UIKit, AVFoundation, Metal. Android Development, NDK. FFmpeg WebRTC, RTMP, RTSP, SRT, HLS, NDI, MPEG-DASH, CMAF, WebTransport, QUIC, UDP/RTP/RTCP, TCP, WebSockets, HTTP Live Streaming pipelines, Video Processing, Real-time Streaming Systems. JavaScript, Node.js, Three.js, Pixi.js. Docker, Kubernetes, AWS, EKS, CI/CD, n8n. PostgreSQL, Supabase. Windows, Mac, Linux. AI, Claude Code.
- OpenGL
- OpenCV
- C++
- Python
- Machine Learning
- Mathematica
- Mathematics
- MATLAB
- Image Processing
- DirectX
- Microsoft Windows
- Geometry
- 3D Graphics Framework
- CMake
- Computer Graphics
Geneve, Switzerland
MS CS & For 10 years the best threejs developer on upwork. Working from the webgl fundamentals, all the way to R3F, webgpu and BabylonJS. Why I do three.js? During my master in CS I realized the future was 3d graphics for the web. I do GIS, CAD, data visualizations, ecommerce, landing pages and more. For custemers like American Express, Coca Cola, The Champion League and more. Recently a lot of people vibe coding with claude asked me for help to improve their code. Are you stuck with threejs? Get a proper WebGL engineer like me. Need more support? I can develop, optimise, design and put into production complex systems and applications. Specialised in three.js, React, and JavaScript. People also hire me because I'm fast and I don't get stuck in technical limitations. I specialised in getting into complex projects that were already running and fixing them quickly. Trusted by The World Bank, American Express, Siemens, MIT & PerkinsWill. I also like to discuss WebGPU, WebXR and VR. 🌟 Good to know ‣Degree in Computer Science with distinctions (top 1%), -Master's in CS and MBA candidate at UvA, Amsterdam ‣Co-founder at ohzi .io ‣Education in fine arts, design and architecture ‣Living in🇪🇺, ex🇦🇷🇺🇸🇨🇭🇦🇩🇬🇧🇹🇼🇨🇳 ‣Working remotely for ten years; +15 years with CAD tools, Data Visualization & GIS application ‣Excited about the latest web developments (WebGPU, Metaverse, XR, AI, WebGPU) ‣100% job success ‣75+ WebGL projects delivered in Upwork and many more outside ‣3000+ hours tracked ‣Happy to get into calls Here's what I bring to the table: △ Experience: I've released and maintained hundreds of WebGL/WebGPU/WebXR and Three.js/Babylon.js applications over the past decade. Specialities: - interactive web experiences - e-commerce 3D customization tools - 3D CAD platforms - Data Visualisations - GIS, Geographical Information System - BIM, Building Information Modelling △ Developer and Business person mentality: I run a business myself and understand KPIs and corp. values when pursuing a project. △ Problem-Solving: I can define your new architecture and connect complex systems, whether in the back end or the front end. △ Performance: I'm obsessed with getting high 90fps+ for real-time rendering in the browser △ Versatility: I am good at understanding other developers' source codes, now it's even better with AI Let's collaborate and bring your vision to life! 🌟 Strengths △ Excellent understanding and elicitation skills (excellent usage of the English language). △ Natural care for a well-designed code using good design patterns and OOP techniques. △ Organized by nature, I use Trello, Jira, GitHub and Slack △ I keep a live version of the project so that you can always track where I am. △ I do pay attention to the details. △ Self-motivated, competent, hard worker and responsible. 🌟 Projects I have been working at △ Astrophysics visualization tool. A front-end + node tool that takes many results from astrophysics analysis and can plot them for easier visualization of outliers and interesting datasets. △ “Opinion mining on social media and possible use in marketing” 2017 SaaS (B.SE. thesis final project): automated software for understanding public opinion on a topic of interest. Using Opinion Mining on social networks to understand and generate opinion networks for automatic consumer segmentation and labelling. In-house design and developed web architecture (angular.js, three.js, node.js, etc.). △ Vegetation Simulation project. A distributed Java ML algorithm for vegetation growth simulation based on several parameters and a front-end view on the browser to visualize results. This app lets architects and agronomists analyze how vegetation grows depending on the soil type, nutrients, humidity, and sunshine and simulate the biome in the long run. △Android puzzle game: directed a Unity 3D game development. △ A high-performance CUDA encrypter/decrypter from scratch. Leveraging the power of the GPU, this piece of software can cypher a large number of megabytes in just milliseconds. △ A PHP framework from scratch with MVC architecture, full CRUD operations, a central router, templates for the browser and top security measures. 🌟 Technical Skills Web | Three.js, WebGL2, WebGPU, Babylonjs, JavaScript, WebSocket, Angular, React.js, Next.js, and Tailwind CSSS Server | C, C++, Node, PHP, Mongo, Ruby, CUDA, Bootstrap, shell scripting, Linux, SQL, AWS Engineering | Trello, UML, Design Patterns, Agile methodologies, Git, Jira, Slack. Techniques | GIS, Computer graphics, Data and Opinion Mining, Parallel programming, AI. Software. | Blender, SketchUp, Autocad, Unity. File formats. | GLTF, GLB, COLLADA, FBX, OBJ, .VERT, .FRAG, STP ISO 10303, JS, TS, JSON
- Data Visualization
- JavaScript
- 3D Animation
- Game Development
- Web Design
- HTML5 Canvas
- WebGL
- Three.js
- English
- Computer Graphics
- HTML5
- 3D Rendering
- Babylon.js
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OpenGL vs. Metal: The Past and Future of iOS Graphics APIs
Graphics APIs are the middlemen that connect visual-intensive software to the specialized pieces of hardware that render those graphics. As mobile hardware has seen huge advances in parallel processing power, developers have rushed to take advantage of it, and the competition between different APIs has gotten intense. But the difference between these APIs isn’t just technical–it’s a competition between two very different approaches to getting hardware and software to talk to one another. In this article, we’ll look at what graphics APIs are, how they work, and compare OpenGL and Metal, two of the biggest players in mobile graphics.
What is hardware acceleration?
Before we get into the specifics of graphics APIs, it’s good to know a little about hardware acceleration in general. Hardware acceleration is the use of dedicated hardware, typically a Graphics Processing Unit (GPU), to perform computationally intensive work. Rather than CPUs, which are the general-purpose engines of computers, GPUs are designed to handle multiple intensive calculations in parallel. Hardware acceleration has applications in cryptography, data mining, and other types of work that benefit from parallelization. For most people, however, hardware acceleration is used to more quickly and efficiently render 3D graphics. Many of the most impressive effects seen in modern video games–think ultra-high-resolution textures, lifelike lighting, and atmospheric effects–are only possible thanks to hardware acceleration.
Graphics APIs
In order to take advantage of GPUs, applications rely on APIs. In the world of mobile graphics, there are a few major players. Next, we’ll take a look at how these APIs work and compare some of the major options for iOS.
Like other APIs, graphics APIs connect pieces of software to another resource. In this case, that resource is a piece of hardware, the GPU. This allows software developers to take advantage of the parallel processing power that GPUs use to handle the massive blocks of data and complex algorithms required to quickly render 3D images. However, not all graphics APIs work the same way. Some are high-level APIs designed to work across GPUs from multiple vendors. In the same way that high-level programming languages are designed to function no matter what type of system they’ll eventually run on (like Python, for example), high-level graphics APIs are meant to allow developers to focus on what they’re trying to accomplish rather than the details of technical execution. Of course, as with high-level programming languages, this level of abstraction comes at the expense of efficiency, particularly in the area of draw calls, which are instructions sent by the CPU to the GPU to render a given object. The longer it takes these instructions to reach the GPU, the slower the graphics become.
On the other end of the scale, low-level APIs give developers much more direct access to the specific hardware. The advantage here is similar to that of low-level programming languages (C++ is a good example), where the level of abstraction is minimal, giving the developer much greater control over how their instructions are executed in the underlying hardware. As a result, low-level APIs can take fuller advantage of a particular GPU’s architecture, resulting in speed and efficiency gains that would be impossible with a higher-level API. The downside to this is lower portability and less compatibility. A low-level API might only be compatible with GPUs designed using a particular, vendor-specific architecture. This can be a serious problem if you’re developing applications that are meant to be widely available.
Want to learn more about APIs? Check out Upwork’s guide to the API economy.
OpenGL: Designed for flexibility
OpenGL (short for Open Graphics Library) is the quintessential high-level graphics API. It’s one of the oldest graphics APIs around, originally coming to prominence in the PC era. Despite it’s age, OpenGL has been continually updated and remains one of the most highly used APIs, especially in the arena of mobile games, where it’s supported by both iOS and Android. From a developer’s standpoint, the ability to write applications that can take advantage of hardware acceleration on both major mobile platforms can be a serious advantage, even if it comes at the expense of performance.
Metal: Designed for speed
Metal is a low-level, proprietary API written in C++ that represents the latest in graphics API design. While high-level APIs like OpenGL are still used in many contexts, there’s been a definite trend over the last several years toward low-level APIs that can take advantage of the massive advancements in GPU speed.
Unlike OpenGL, which is hardware agnostic, Metal is designed specifically to work with Apple’s hardware architecture. From a developer standpoint, it allows you to take advantage of the particularities of Apple’s hardware directly, rather than relying on the API to handle it for you. In theory, this should allow you to achieve much higher performance than would be possible with a high-level API. Metal is also designed to be low overhead, meaning it eliminates many of the features that make OpenGL feel “heavy” or “bloated,” potentially adding to performance gains. Incidentally, these same qualities also make Metal better suited to computationally intensive tasks besides rendering 3D graphics. This could be a boon to mobile developers who are developing Computer-Assisted Design (CAD) or statistical software.
Open vs Closed
Apple is famous (or notorious) for its closed ecosystems. They design their own proprietary CPUs and operating systems, meaning it’s possible for Apple to reach a level of integration that’s impossible for their competitors. It makes sense, then, that they would want a proprietary graphics API to take advantage of that as well. The downside from a developer’s perspective is that while you can theoretically achieve extremely high levels of performance in this ecosystem, you’re also more “locked in,” making it much more time- and resource-intensive to create both Android and iOS versions of your applications. In the case of Metal, which is designed to work with Apple’s latest GPU architecture, this can even shut out users who are still using older Apple devices.
Which API is right for your team depends on the specifics of your application and your business goals. If your app depends on the latest and greatest in 3D graphics, it may make sense to go with a low-level API like Metal. If it’s more important that your application be able to run on as many platforms as possible, it may make sense to go with something higher-level.
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