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Rys Sommefeldt

Introduction

Here you'll find a top-level record of my graphics-related professional experience, and a bit about me. Kind of a mini résumé of sorts, to replace my use of LinkedIn. I've done other things in my career, mostly systems programming for Internet companies, but graphics is what I've loved to do since I first fired up GLQuake. If you want to know more about anything here, or the other things I do or have done, drop me a line.

What I Do

I run the European Game Engineering team in the Radeon Technologies Group at AMD. The Game Engineering team works on making games look and run amazingly well on Radeon GPUs, from tools and software and guidance, all the way to helping the game developer directly on-site.

Who I Am

I'm a 37 year old graphics guy with over 15 years of experience. I started out in technical journalism, covering the PC, before specialising in graphics analysis. After getting started writing driver tweaking utilities for 3dfx, and programming small 3D apps against GLide, I started writing about computing and graphics for a living. I seem to have a knack for communicating technical information to the layperson.

Experience

AMD Radeon Technologies Group
Mar 2017 - Present
Senior Manager, Game Engineering (Europe)
Senior manager for the European game engineering team. Working on making games look and run amazingly well on Radeon GPUs.
PowerVR
Jul 2016 - Mar 2017
Senior Business Development Engineering Manager
Senior manager for the UK engineering team inside Business Development. Traing and progressing team principles for CPA and the demo team. Architect for Atlas, PowerVR's next generation performance analysis system.
PowerVR
Apr 2014 - Jul 2016
Business Development Engineering Manager
Formalised position as manager of the engineering teams. Focused on group strategy, approach and direction.
PowerVR
Sep 2013 - Apr 2014
Senior Business Development Engineer
Introduced a new production pipeline and core technology model to the graphics demo team, and reorganised it around two streams of production (art and technology). Recruited PowerVR's first technical artist. Introduced new method and tools to rethink how PowerVR approaches graphics performance analysis.
PowerVR
Jan 2010 - Sep 2013
Leading Competitive and Performance Analysis Engineer
Formed the new Competitive and Performance Analysis group. Responsible for its day-to-day work and direction, and recruitment growth. Architecture analysis of all modern embedded GPUs. Performance analysis in pre-silicon environments. ISV relations. Competitive positioning. Semiconductor market analysis and forecasting. In-house benchmark specification and development.
Jul 2006 - Present
Editor and Deputy Editor
Editor until April 2011, publishing a variety of architecture and performance analysis articles on contemporary GPUs and GPU architectures. Notably NVIDIA G80, NVIDIA GT200 and ATI R600. Developed in-house tooling, drove technical and editorial direction and maintained the website infrastructure. Curated the forums, managing a small team of moderators. Mentored Alex Voicu for his run as editor between April 2011 and July 2015.
Dec 2000 - Jul 2006
Group Technical Editor
Employee #1, responsible for all of the site's technical content. Drove the technical editorial direction. Developed tools and methodologies. Analysed nearly 100 DX8 and DX9-era graphics products over 6 years.

Skills

GPU analysis
Engineering management
Software automation
Shader optimisation
Programming
macOS, Linux, Android
Windows, iOS

Hobbies

Drone assembly and flying
Programming (including open source)
VR gaming
Home automation and IoT development
Keyboards (layouts, building)
Writing (blog)