Specializing in shader-based graphics algorithms and plugins for creative tools. Focus on high-performance, artist-friendly solutions with GPU acceleration (WebGPU, CUDA, OpenCL, Metal, OpenGL).
Development pipeline covers both Adobe and OpenFX plugins (Nuke, DaVinci Resolve, Natron).
Selected Projects
Adobe After Effects plugin for procedural ray-marched forms. Supports modifiers, booleans, AE lights/cameras, and custom colors. Hardware-accelerated (CUDA/OpenCL/Metal).
Realistic chromatic aberration plugin based on an optical model. Recreates edge blur and lens artifacts. GPU-accelerated (CUDA/OpenCL/Metal).
Tutorials and Research
Right now I'm exploring the WebGPU API, which unifies low-level graphics capabilities of Metal, DirectX, and Vulkan under a single interface. The best way to understand it is to write step-by-step tutorials.
Here I publish a series of materials starting with Hello Triangle:
Professional Path
My journey began around 2008 as a motion designer. During that time I worked on many projects for companies and artists - from Aviasales and MosGorTrans to the band Bi-2 and popular video bloggers.
My experience in motion design helps me understand what tools creative professionals really need.
Later I moved into IT, starting as a technical designer at Playrix, where I worked on in-game effects and interfaces.
Today I actively collaborate with two studios:
BSKL
AI plugins for Adobe AE and Premiere
Pixel Sorter Studio
Shader-based plugins development
Other Experience
Since 2008 I've gone from graphic and motion designer to graphics programming and VFX specialist. I've worked with major brands and artists, created educational courses on character animation and HUD/UI.
This background helps me truly understand the needs of artists, speak their language, and build tools that really speed up and inspire their work.