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About me


I am Adrián Ferrando, a technical artist and game programmer specialized in real-time graphics, shaders, and rendering systems.

I combine art and code to create high-impact visual solutions that are efficient and scalable in game engines.
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My job experience

Skills

My skill set is very diverse:
  • Solid foundation in mathematics applied to graphics and simulation
  • Deep knowledge of programming on both CPU and GPU
  • Development and optimization of shaders and rendering techniques
  • Artistic skills both in visual design and execution
  • Experience with multiple game engines and internal engine modification
  • Creation of tools and pipelines to support artistic workflows
  • Advanced optimization for hardware and resource-constrained platforms
To see a complete overview, access the full list of skills.

A selection of my work

Xuan Yuan Sword VII

I developed this project as a way to learn how Compute Shaders work, with a view toward their subsequent use in the Marching Cubes project. At the same time, it allowed me to explore the GPU’s capabilities for processing tens of millions of elements per second.

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Vanishing VFX

To learn how to use the basic VFX tools of UE4, especially Niagara, I decided to make this small project that allows using some of its more advanced capabilities, such as the ability to read from the GBuffer or using meshes to distribute particle spawn positions.

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UE4 Portal

Ever since I played the renowned Portal as a young kid, I was obsessed with the idea of portals and the paradoxes they entail, as well as their ability to transform conventional Euclidean geometry into something much more interesting from a gameplay perspective. For years, I tried to imagine how …

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UE4 Laser

This project was my starting point for learning the basics of Unreal Engine 4 as a self-taught developer. It involved several engine elements, such as materials, particle effects, code, and collision systems, making it ideal for getting started with UE4. …

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Snow shaders

This was one of the first times I experimented with shaders, and it was the project that sparked my passion for real-time rendering. The collection consists of two shaders. The first allows for the generation of snow surfaces on objects based on a snowfall direction vector and the object’s …

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Q-Learning Tic Tac Toe

Machine learning has seen a spectacular boom in recent years. There is much talk about the techniques that enable Generative AI, especially in its text, image, and video varieties. One of the fields that interests me most personally is its use in gameplay matters, as a method to create more …

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Portal and Laser Gameplay Demo

In this project, I integrated the Portals and Lasers projects into a small playable experience. You can watch the full gameplay below.

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Marching Voxels

Following my Bachelor’s Thesis on 3D mesh voxelization, I continued exploring volumetric rendering methods. One such method is the marching cubes method, which consists of dividing the rendering workload into blocks of 8 voxels (a cube) that can be rendered independently. This allows for …

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GPU Particles

I developed this project as a way to learn how Compute Shaders work, with a view toward their subsequent use in the Marching Cubes project. At the same time, it allowed me to explore the GPU’s capabilities for processing tens of millions of elements per second.

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Dark Dungeon

I developed this project during my university studies. It was part of a course where we learned the basic concepts of Android programming and the model-view-controller architectural pattern. The type of game I wanted to create was a dungeon crawler similar to those I had enjoyed during my childhood …

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Auto Significance Manager Plugin

I developed this project as a way to learn how Compute Shaders work, with a view toward their subsequent use in the Marching Cubes project. At the same time, it allowed me to explore the GPU’s capabilities for processing tens of millions of elements per second.

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Augmented Reality Museum

During my internship, I designed and developed—alongside two other people—an augmented reality museum experience using the Vuforia SDK in Unity for the Mora de Rubielos Town Hall. The project was part of a cultural initiative aimed at showcasing the history of the castle during its peak, when it was …

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3D Mesh Voxelization

This was my final degree project. By that point, I already had a strong interest in computation and graphics processing. At the time, I became particularly interested in volume representation in computer graphics, especially after I started reading the development diary of Dennis Gustafsson (Tuxedo …

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