Sara Caballero Bruno

Dedicated and hard-working Graphics Programmer, interested in technologies, rendering and computer graphics. Currently workng in Hello Games


Game Credits

Hello Games
No Man's Sky

No Man's Sky

Winner: Best Ongoing Game - TGA 2025

Frontier Developments
Planet Coaster 2
Planet Coaster 2
Jurassic World Evolution 2
Jurassic World Evolution 2
Warhammer
Warhammer Age of Sigmar: Realms of Ruin
Planet Zoo
Planet Zoo
Planet Coaster
Planet Coaster

Experience

Programmer

Hello Games ltd

Core member of the engine team specializing in graphics and real-time rendering, leading the design and development of VFX systems

Contributing to and extended core rendering systems, including mesh rendering, lighting, shadows, texturing.

Proactively profiled and optimized rendering features and implemented features such as multicolour materials. Additional roles involve researching and experimenting new techniques, and developing internal tools, for example to visualise for wind direction and vertex density per pixel.

Delivered key graphics features such as Screen Space Shadows, Dynamic Wind for foliage, and mesh-based particle systems.

January 2022 - Present

Graduate Render Programmer

Frontier Developments plc

ontributed to the engine rendering team

Working in fixing bugs, adding features, improving performance in the games researching new technologies and projects. Worked in common rendering techniques such as mesh renderers, shadows, lighting, textures, raytracing, anti-aliasing, motion blur etc. Work also on overall project maintenance which involves refactoring, profiling and restructure projects.

Workng with C++, lua. Working heavily with fragment, vertex and compute shaders, which are written in HLSL.

October 2021 - December 2022

Google Summer of Code Intern

Liquid Galaxy Lab, The University of Lleida

Worked on the 3D Visualization API project an API for the creation of graphic scenes that can be integrated into Liquid Galaxy.

Liquid Galaxy is a view format allows third parties to easily apply common features in Computer Graphics directly to a Liquid Galaxyformat, a multi-screen display cluster launching instances of Chromium OS in each machine. This would include really commonly used properties in graphics, modelling a geometric object,applying lightning, animation, shaders and even textures.

During this timeDeveloped my technical skills and self organisation. In this internship I worked with Nodejs

June 2020 - September 2020

Technology Summer Analyst

Morgan Stanley, London

Worked in the Derivatives Funding Margin Renovation team.

I was assigned a project about Environment Regression Improvement.

The aim of this project was to automate and allow the process of deploying to a different environment (in this internship the four environments were dev, qa, uat and prod) to be more scalable and beingable to run it end-to-end to test that there is no fixture needed in other environments and therefore avoid regression.

Developed my technical skills and team working. In this internship I worked in an Agileworkflow.

June 2019 - August 2019

Web Tool Developer

STORM Team, IRIT, University of Toulouse

Worked with the STORM Team, a university Research team which focuses on computer graphics.

Developed a web tool based on the published paper in the University of Toulous, "Constrained Palette Space Exploration", and it was created using WebGL.

This project creates an automatic triad colour palette from a given colour thatthe user chooses. In this project there are two modes depending on how the other two coloursare found, geometrically or by numerical optimization.

June 2018 - July 2018

Education

University College of London

MSc Computer Graphics, Vision and Imaging

Graduated with First Class with Distinction. Overall of 76.6/100.

Modules: Final project(69/100), Machine Learning for Visual Computing(92/100), Machine Vision(61.16/100), Robot Vision and Navigation(84.01/100), Information Processing in Medical Imaging(82/100), Acquisition and Processing of 3D Geometry(90.5/100), Computational Modelling for Biomedical Imaging(66.05/100), Virtual Environments(78.2/100), Computer Graphics(89.29/100).

September 2020 - September 2021

The University of Manchester

BSc (Hons) Computer Science

Graduated with First Class with Honours. Overall of 75.15/100

Third Year year achieved First Class. Overall of 80.55/100.

Third Year Modules: Third Year Project Laboratory(77/100), AI and Games(80.5/100), Advanced Computer Graphics(93/100), Computer Vision(98/100), Cryptography & Network Security(65/100).

Second Year year achieved First Class. Overall of 72.83/100.

Second Year Modules: Processors Microarchitecture(64/100), Microcontrollers(78/100), Databases(82/100), Software Engineering(79/100), Machine Learning(74/100), System Architecture(64/100), Algorithms and Imperative Programming(80/100), Computer Graphics(80/100), Mobile Systems(71/100), Operating Systems(47/100).

First year achieved First Class. Overall of 83.2/100.

First Year Modules: Mathematical Techniques for Computer Science(79/100), Computation(75/100), Computer Engineering(85/100), Artificial Intelligence(92/100), Computer Architecture(79/100), Object Oriented Programming(85/100), Distributed Systems(90/100).

September 2017 - June 2020

IES Canarias Cabrera Pinto

Technological Bachibac

Double Diploma in Spanish and French Secondary School. Achieved Marks with Honours

Overall of 9.85/10, Computer Science: 10/10, Maths: 10/10, Physics: 10/10, Technical Drawing: 10/10.

Spanish PAU: Physics: 10/10, Technical Drawing: 9.9/10.

September 2015 - June 2017

Projects

  • Learning to control efficient 3D procedural noise from exemplars

    September 2021

    This work presents a proof of concept for the paper "Learning a Neural 3D Texture Space from 2D Exemplars" in which a model was presented to learn how to retrieve texture parameters from real-world texture pictures. In particular, this project includes designing a real-time rendering environment that can be used to generate an appropriate texture and to paint a shape with that texture. In addition, this project includes the optimisation of the original model presented in the aforementioned paper.

  • Information Processing in Medical Imaging

    March 2020

    Applying Machine Vision model techniques to analyse medical imaging. There are 2 parts of this project: Brain Tissue Segmentation, where I segment 2D brain images using a Gaussian Mixture Model and the Expectation-Maximisation algorithm; and Brain Tumours Segmentation using U-Nets, this includes loading data, designing U-Nets and evaluating performance

  • Maze VR game

    December 2020

    This is a asymmetric collaborative VR game were players. Two players start the game looking down at a maze on a table. One player can shrink down to enter said maze. However, this is no regular maze. The outside player must dynamically manipulate the maze in tandem with the inside player to help them traverse it. It is created with Unity.

  • Deep Learning for Image Synthesis and Denoising

    December 2020

    This project covers the evolution of image manipulation: starting with manual 1D/2D filtering, moving to supervised denoising with encoder-decoders, and concluding with stochastic generation using VAEs. Includes performance benchmarks between ADAM/SGD optimizers and perceptual loss tuning.

  • 3D Visualisation API

    September 2020

    The goal for this project is to create a software library that can be integrated in Liquid Galaxy, that allows third parties to easily apply common features in Computer Graphics directly to a Liquid Galaxy format, a multi screen display cluster launching instances of Chromium OS in each machine.

  • Constructive Solid Fluid Animation Simulation

    March 2020

    3D Water simulation, it simulates particles of water that flow in a cube, using javascript. The website allows the user to change the scene, so that it shows the simulation in different behaviours, like if the particles start all on top or if they are streaming. This is a GPU-based simulation using shaders.

  • Bubbles Simulation

    December 2019

    3D Bubbles simulation, it simulates bubbles in a drink inside a glass, such as in a soda or in a fizzy drink, using WebGL. The website allows the user to change some of the parameters of the simulation. This is a GPU-based simulation using shaders.


Technical Skills

Programming Languages
C++ Python Javascript Java C C#
Graphics & Core Engine
DX12 Vulkan WebGL Three.js ONNX.js Node.js Unity
Tools & Profiling
RenderDoc PIX Tracy Razor Jenkins Git Tortoise
AI, Backend & Scripting
PyTorch Tensorflow SQL Lua Groovy Jupyter Notebook ARM
Target Platforms
PC
PS4/PS5
Xbox
VR
Android
Switch
Mac

Other Achievements

  • Course Representative (UCL)

    Computer Graphics, Vision and Imaging course representative. Participated in the annual Staff-Student committee representing the student body.

    2020 - 2021
  • Co-Chair of UniCS

    Led the University of Manchester's tech society, organizing hackathons and industry networking events.

    2019 - 2020

Languages

    • Spanish

      Native Language

    • English

      Advanced: CAE Advanced, C1.

    • French

      Advanced: DALF C1. Finished Baccaulérat

    • German

      Intermediate: Currently studying B2 level