Confetti Interactive is seeking a Graphics Engineer to help maintain, optimize, and extend cutting-edge graphics engines. The focus of the candidate will be on visual effects, developing graphics algorithms and optimizing engine code. The scope of the candidate’s responsibilities will extend based on need and ability. Key Responsibilities • Writes clear, maintainable, portable C or […]
The year 2018 was the most exciting year of Confetti’s now nearly 10 years of existence. We have now satellite offices in Mumbai, Shanghai, St. Petersburg and Lutsk. We are still thinking about how we will celebrate our tenth anniversary this year … Before we dive into the list of projects of 2018, we would […]
The StarVR SDK is something we are developing now since more than two years: https://www.starvr.com
Release of the Alpha Confetti Shader Translator
Working on the Amazon Sumerian rendering layer.
The Forge, our new rendering framework, was released on GitHub.
Confetti’s 2017 in retrospective – read about the work we did in 2017
Agents of Mayhem was released on August 15th. It uses Confetti’s GI middleware Aura and looks awesome!
We worked on Pyre for PS4
Confetti has an office in Spain …
An overview over the projects we worked on in 2016
Confetti worked on Battlefield 1 in Summer 2016.
Mafia III – Confetti worked on XBOX One optimizations
Executive summary and download link for the Visibility Buffer talk at GDCE 2016
The Filtered and Culled Visibility Buffer
Confetti helped with many of the demos on the showfloor. Click on the link to find out which ones we were working on.
Vladimir Bondarev Interview regarding ProtoStar
We helped adding Vulkan to the Unreal Engine 4 engine.
We are helping to develop the Amazon Lumberyard engine. Click title for more links.
Confetti worked with many awesome customers on exciting projects in 2015. Qualcomm, Undead Labs, Dolby, Supergiant, SuperEvila and many others …
We worked during the summer on Call of Duty Black Ops III
Interview with Confetti about what we do …
German article on Hair rendering in Tomb Raider.
Article on DirectX 12 Resource binding on Intel’s website.
Confetti at the Supergiant office … Polaroids are cool 🙂
We helped Star Citizen with many effects, check out the link for more info.
Confetti worked with a wide range of awesome customers in 2014. We had the pleasure to work with AMD, Futuremark, Star Citizen, Qualcomm, Super Evil Mega Corp, Supergiant games, Amazon Game Studios, Dolby and others.
Vainglory: some screenshots 🙂
Confetti’s work on Star Citizen: effects and engine enhancements like Nebula, Order-Independent Transparency, capital ship damage system etc..
We worked on some of the rendering features of Murdered: Soul Suspect:
Check out a video that shows some work we do on Volumetric Explosions. Read more ….
Confetti Co-Organizes the Real-Time Rendering Day on FMX. Come by and say hi. Read more ….
Wolfgang will be giving a presentation at the Sony booth at 5pm on Wednesday on “Optimizing Compute Shaders for AMD GPUs”. This presentation is based on the work we did last year for a bunch of AAA games. This even will be broadcast live on Twitch.
Confetti’s year in retrospective, the projects and software we worked on.
The German website Golem.de covers our PixelPuzzle middleware:
Wolfgang wrote a text version of our presentation “Call for a new Post-Processing Pipeline” at KGC 2013 on his blog.
There were more talks about our work on TressFX on SIGGRAPH: One talk by Jason Lacroix was: “Adding More Life to Your Characters With TressFX”.
Activision’s head demo uses TressFX as well: “Digital Ira: High-Resolution Facial Performance Playback”.