Jeppe Bentzen


Unity Developer • AR • VR

About me

I'm a Software Engineer with a master degree in Computer Graphics. I love solving different programming problems, whether it is simulating dynamic fluids, procedurally generating 3d-models or trying to make cool effects using shader programming. With more than 4 years of experience as a Unity Developer, I have worked on a lot of different projects including AR and VR solutions - I love working with Unity both through my work and in my spare time because it enables me to create exciting content at a fast pace. I'm especially passionate about Software Architecture, Game Design and finding the best solutions. I'm kind of a nerd who likes optimizing the code and following through on a project from the concept development to polishing the last details of a final product.

Skills

Unity

Expert knowledge in Unity development. C# scripting, C++ plugins, shader programming, animations, vfx/particles, procedural mesh generation, sound, lighting, editor scripts, compute shaders, URP/HDRP, DOTS, multiplayer, AR, VR, web, and mobile apps (iOS/Android)

AR

Expertise in developing AR solutions for iOS and Android apps. Worked with both image- and surface-detection and knows the benefit and pitfals of both these techniques. Worked with both ARKit (iOS) and ARCore (Android).

VR

Worked on several VR projects from minor product showcases to large VR eperiences. Deployed to several different VR headsets like HTC Vive, Samsung Odyssey, Oculus Go, Oculus Rift and Oculus Quest.

C# .NET

Expert knowledge in C# .Net framework with experience in developing WebApis, CRM systems, System integrations, Utility programs, WPF applications, etc.

Software Architecture

Comming op with the architecture of software systems are one of my key interests and I believe in every program, small or large, should have a well structured architecture that makes it possible to remove, add or change modules without problems.

Other skills

Other development skills includes: C++, OpenGL, GLSL, Web development (Html, CSS, JS), Python, SQL.
Other skills: 3D Modelling (Blender), Rigging, Animations, UV unwrapping, Substance Painter, Photoshop, PlayCanvas.

Highlighted projects

Eurodan VISUAL [Cadpeople]

I Worked as the lead developer on eurodan VISUAL, an AR app that enables users to configurate type-houses with different materials and roof types. After the user has configured their houses it can be shown in AR either in full scale on the construction site or as a small model at home on the kitchen table. The solution is also integrated to a backend to be able to save, share, and load previous configurations. The application is developed for WebGL, iOS, And Android.
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FLSmidth Calciner VR [Cadpeople]

I was working as sole developer in a small team creating a VR experience for FLSmidth. In this application the user is shown key features and key components of the new Calciner from FLSmidth. The final VR product is used both internally and externally as an information and sales tool. My assignments included all programming, shader programming, VR setup, lighting and scene setup. It is developed for both Oculus Rift S and Oculus Quest.
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WODEN Virtual Showroom[Cadpeople] [Link]

WODEN is a Danish shoe designer/manufacturering company based in Aarhus. At Cadpeople I was the lead developer in developing a virtual showroom for WODEN. With this platform WODEN can show their comming product lines for their customers, show how their shoes are made and who they are. All without the need to show up physically.
The solution is developed for web in PlayCanvas using JavaScript, HTML, and a bit of PHP.
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MHI Digital Learning - ROC Simulator[Cadpeople] [Link]

MHI Vestas are using a lot of resources and time to plan the logistics around the deployment of new offshore windmill parks. With the ROC Simulator they got a desktop tool where they can plan and visually see where to place their windturbines and other components and which spaces they need to book on the harbours etc. The application enables them to see for each week how their harbour logistic layout is and find out what they should do if the timeplan changes. I was part of a small team and had responsibilites in Unity3D programming and small parts of the backend. It was an exciting project to work on that challenged os with a lot of time-conflicting issues.
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Arkikon AR [Arkikon] [Link]

Arkikon is an architect and cunstruction engineering company baseed in Grenaa. I was part of an iOS app development project with a purpose to show their new wood burner building in AR. In the application the user can see the building in different states like the foundation, the scaffolding, the lower level, the upperlevel etc. To make the app more living, animations of workers, cars and cranes was implemented as well. I was a sole developer doing everything except providing the 3D models. My assignments included Unity3D programming, shaders, animations, 3D modelling, UI, AR setup.
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DTU 3D Model [Link]

DTU needed a way to visualize all buildings and sites part of DTU and therefore started a project to implement DTU as a 3D model. The application is developed for iOS, Android and web. As a user you can fly or walk around DTU and see all buildings, roads, landscape etc. Furthermore, DTU uses this tool for other visuallization projects, like where to put a new tramline etc. I was part of a small team as a Unity developer and my assignments included: C# programming, Unity Editor scripts, 3Ds Max scripts, Blender 3D modelling, and more.
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Crystallized Crisis [Link]

Together with my brother I'm working on a "small" colony management game with a focus on ecosystem simulation. You plan and construct a colony of logistics networks and factories to produce and deliver resources to nearby settlements. However, what we think is our unique take on the genre is that most of the elements you interact with are simulated in some way. Plants grow on the shore of rivers while die in the deserts, mushrooms grow from dead biomass and distributes resources amoung the living trees and bushes. The action of the player can alter this fragile ecosystem, f.ex. pollution from factories, killing the local wildlife or divirging the river away from a living forest that will eventually drie out and wither. I work as programmer while my brother as game designer - we use a workflow where I implement editor tools for him to implement in Unity. This project is very exciting to work on and I use a lot of my spare time planning or implementing new gameplay. My work assignments on this project includes: programming, shaders, animations, 3D modelling, substance painter, rigging, uv-unwrapping, compute shaders, UI, game design, and more. I'm espacially proud that I have build my own working fluid simulation based on the shallow water equations for this game.
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Contact

Feel free to contact me either by email or linkedin, I'm always open for new projects.