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About me


I am Adrián Ferrando, a technical artist and game programmer specialized in real-time graphics, shaders, and rendering systems.

I combine art and code to create high-impact visual solutions that are efficient and scalable in game engines.
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My job experience

Skills

My skill set is very diverse:
  • Solid foundation in mathematics applied to graphics and simulation
  • Deep knowledge of programming on both CPU and GPU
  • Development and optimization of shaders and rendering techniques
  • Artistic skills both in visual design and execution
  • Experience with multiple game engines and internal engine modification
  • Creation of tools and pipelines to support artistic workflows
  • Advanced optimization for hardware and resource-constrained platforms
To see a complete overview, access the full list of skills.

A selection of my work

3D Mesh Voxelization

This was my final degree project. By that point, I already had a strong interest in computation and graphics processing. At the time, I became particularly interested in volume representation in computer graphics, especially after I started reading the development diary of Dennis Gustafsson (Tuxedo Labs), where he showcased the development of the voxel engine used to create the video game Teardown, one of the most technically impressive games I have ever seen.

For this reason, I decided to work on something related to this topic, and I chose to …

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Marching Voxels

Following my Bachelor’s Thesis on 3D mesh voxelization, I continued exploring volumetric rendering methods. One such method is the marching cubes method, which consists of dividing the rendering workload into blocks of 8 voxels (a cube) that can be rendered independently. This allows for massive parallelization in the drawing process, drastically decreasing the rendering time of the voxel structure while maintaining the simplicity of only having to analyze a few voxels in each iteration. This distribution makes the function a perfect …

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Xuan Yuan Sword VII

One of the projects I participated in during my time at Catness Game Studios was the Nintendo Switch port of the video game Xuan Yuan Sword VII. The project was already underway when I joined, and my main tasks involved visually adapting the game for the console without compromising performance as much as possible.

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Metamorphosis VR

This Quest 2 and Quest 3 port was one of the most technically complex projects I have ever undertaken. Not only was it my first time working in VR—which forced me to learn a vast array of new techniques and concepts—but I also had to meet the strict performance requirements of stereoscopic rendering, maintaining a very high framerate and resolution on hardware comparable to a 2020 smartphone. Additionally, we were a small team of two people, and our timeline was limited to just 9 months.

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Raymarching clouds

Raymarching is a very powerful technique that can be used not only as a basis for rendering objects, but also to create various special effects, especially those involving volume rendering. I made this project to understand the basics of the raymarching technique. It is worth noting that in this project, no special attention was paid to performance or code adaptability; instead, it is a dissection of the raymarching process to better understand its inner workings.

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The Bridge Curse: Road to Salvation

This was my first professional project directly related to the video game industry. My role involved supervising and correcting graphical issues arising during the porting process, as well as maintaining performance across all platforms (PS5, PS4, Xbox Series X|S, Xbox One, and Switch) at acceptable levels for each target. Additionally, I was responsible for implementing the game’s English dubbing and supporting other programming-related porting tasks.

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