Jorge Ferrero

Research Director at Plain Concepts

Spain
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Summary

👤
Senior
🎓
Top School
Jorge Ferrero is a Research Director and computer science engineer with over 12 years focused on computer graphics, game engines, and graphics tooling, currently leading R&D at Plain Concepts and co-developing the Evergine 3D engine. He co-founded Syderis and served as CTO, shipping multitouch, virtual try-on, and cross-platform frameworks, combining product-driven engineering with low-level graphics expertise. Jorge has hands-on experience across the graphics stack—shaders, mesh processing, post-processing—and contributed native C++ and C# integrations to Microsoft’s ShaderConductor, adding SPIR-V/DXIL compilation and Vulkan binding features. He also worked on pixel-art visual effects for Blasphemous 2, demonstrating an ability to bridge technical research and artistic implementation. Comfortable in both research and production contexts, he mentors teams to transform experimental ideas into industry-grade solutions. Based in Spain, he pairs supercomputing and parallelization experience from academia with startup and studio-level product delivery.
code12 years of coding experience
job7 years of employment as a software developer
bookUniversity of Seville
book50K program Business manager, 50K program Business manager at Instituto Internacional San Telmo
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Github Skills (14)

spirv10
compiler10
c-language10
compiler-compiler10
dx10
csharp10
cprogramming-language10
shader10
dxc10
dotnet-core10
graphic9
hlsl9
vulkan8
opengl8

Programming languages (5)

C#PowerShellC++CHLSL

Github contributions (5)

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microsoft/ShaderConductor

Dec 2018 - Sep 2019

ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages
Role in this project:
userBack-end Developer & Systems Engineer
Contributions:5 commits, 7 PRs, 8 comments in 9 months
Contributions summary:Jorge primarily contributed to the development of a C# wrapper and associated native C++ code to interact with the ShaderConductor library. Their work involved adding the ability to compile and disassemble shaders, specifically for SPIR-V and DXIL formats, and implemented options for shader compilation and resource binding. The user also implemented the linking of Spirv-Tools, demonstrating experience in integrating with external libraries. Furthermore, they added functionalities related to Vulkan shift resource bindings.
cross-compilinghlslspir-vglslshader
EvergineTeam/Raytracing

Nov 2021 - Sep 2022

This Path Tracer demo was created with Evergine.
Contributions:20 commits, 26 pushes, 11 branches in 10 months
path-tracervulkandirectx12everginetracer
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