Ideal for graphics programmers and engine developers who are already familiar with Vulkan or modern graphics APIs and want to deepen their understanding of real-time rendering architecture and system design. You should already be comfortable with C++, graphics fundamentals such as vectors and matrices, and core Vulkan concepts including pipelines, descriptors, command buffers, and GPU resource management. Motivated hobbyists and early-career developers can also benefit, provided they are comfortable with these core Vulkan concepts and ready to engage with more advanced architectural topics.
Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later, he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He later joined a graphics driver performance team focusing on D3D12 and now works in GPU architecture modeling. In his spare time, he keeps up to date with the latest techniques in real-time graphics. He also likes cooking and making music.
Gabriel Sassone is a rendering and engine engineer. He first encountered Vulkan while developing the Vulkan layer for the proprietary Apex Engine and its Google Stadia port at Avalanche Studios. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, The Multiplayer Group, and some other non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.