Sebastian Enrique
senrique@hotmail.com
Masters in Computer Science, Columbia University
Licenciado en Ciencias de la Computación, Universidad de Buenos Aires

Software Engineer & Game Designer at
Electronic Arts Canada
4330 Sanderson Way
Burnaby, BC V5G 4X1
Canada
[ Published Games ] [ Conferences & Invited Talks ] [ Past Research ] [ Publications ] [ Awards ]

PUBLISHED GAMES
Platforms mentioned are not necessarily all the platforms the game was released for, but the platforms I worked for. In parenthesis, the metacritic value.

Coming in 2010...
Platforms:
Developed by
Published by
Website:


2010 FIFA WORLD CUP SOUTH AFRICA
Platforms: PS3 (83), Xbox 360 (83)
Developed by Electronic Arts Canada
Published by Electronic Arts
Website: http://fifa-world-cup.easports.com/

Contributed as a Software Engineer in Gameplay.

FIFA 10
Platforms: PS3 (91), Xbox 360 (90)
Developed by Electronic Arts Canada
Published by Electronic Arts
Website: http://www.fifa10.com/

Software Engineer and Game Designer at Game Direction area.

FIFA 09
Platforms: PS3 (87), Xbox 360 (87)
Developed by Electronic Arts Canada
Published by Electronic Arts
Website: http://www.fifa09.com/

Software Engineer and Game Designer at Game Direction area.
Highlights: Designed Be A Pro Seasons game mode, designed and implemented Player Reactions [ Video ].

FIFA 08
Platforms: PS3 (81), Xbox 360 (82)
Developed by Electronic Arts Canada
Published by Electronic Arts
Website: http://www.fifa08.ea.com/

Software Engineer at Game Direction area.
Highlights: Designed and implemented the gameplay mechanics for Be A Pro.

FIFA 07
Platforms: PS2 (82), Xbox (85), PC (78), Gamecube (80)
Developed by Electronic Arts Canada
Published by Electronic Arts
Website: http://fifa07.ea.com/

Software Engineer Lead at Presentation area.
Highlights: Designed and implemented Emotional Engine.

FIFA 06
Platforms: PS2 (80), Xbox (80), PC (78), Gamecube (80)
Developed by Electronic Arts Canada
Published by Electronic Arts
Website: http://www.easports.com/games/fifa06/

Software Engineer at Presentation area.
Highlights: Developed the demos for PS2, Xbox, and PC.


CONFERENCES & INVITED TALKS
Making a Dream Come True (Convirtiendo un Sueño en Realidad)
TEC CEM, Mexico City, Mexico.
October 23rd, 2009.
Creating Be A Pro (Creando Be A Pro)
Simpósium Internacional de Sistemas Computacionales y Tecnologías de Información 34, Monterrey, Mexico.
February 28th, 2009.
[ conference ]
Creating Be A Pro (Creando Be A Pro)
Exposición de Videojuegos Argentina 2008, Buenos Aires, Argentina.
November 15th, 2008.
[ conference ]
Making a Dream Come True (Convirtiendo un Sueño en Realidad)
Expotoons 2008, Buenos Aires, Argentina.
October 27th, 2008.
[ conference ]
FIFA08 BE A PRO: Innovating in an Established Genre
Game Developers Conference 2008, San Francisco, CA, USA.
February 20th, 2008.
[ session ]
FIFA08 Be a Pro: Innovating the Way You Play
Sony World 2007, Zurich, Switzerland.
September 18th, 2007.
Understanding Emotions in FIFA 07: Telling a Different Story Every 90 Minutes
Game Developers Conference 2007, San Francisco, CA, USA.
March 9th, 2007.
[ session ] [ pdf ]
Time-Varying Textures: Definition, Acquisition, and Synthesis
Siggraph 2005, Los Angeles, CA, USA.
August 3rd, 2005.
[ pdf ] [ acm ]
Game Development in Argentina
ECI 2003, Buenos Aires, Argentina.
July 25th, 2003.
  Using Synthetic Vision for Autonomous Non-Player Characters in Computer Games
ASAI 2002, Santa Fe, Argentina.
September 2002.
[ pdf ]

PAST RESEARCH
My interest is the computer graphics field Real-Time Rendering, especifically applied to computer games and interactive applications.

Spring 2004: Real-Time Rendering Using CUReT BRDF Materials with Zernike Polynomials
This was a small project for Topics on Computational Vision and Graphics course, dictated by Peter Belhumeur.

Real-time rendering of arbitrary meshes using the CUReT BRDF materials database interpolated with Zernike polynomials is described. The scope of this project was intended to allow viewpoint and lighting –using a distant point light source– changes. The original idea was to compute final colors in a pixel shader, but finally a real-time system in a per vertex basis was implemented. How GPU could be used for real-time per pixel rendering is also explained.

[ Report ] Adobe Acrobat PDF File.
[ Presentation ] Microsoft PowerPoint file.
[ Binary ] requires vertex/pixel shader capable graphics hardware.
[ Source Code ] Visual Studio C++ 6.0 project.


Fall 2003: Relighting Framework [ http://www.cs.columbia.edu/cg/relighting/ ]
Relighting Framework is a framework for synthetic and real scenes image-based relighting with a fixed viewpoint but with any point / area lights and environment lighting conditions.

The method consists of a large preprocessing stage, in which sets of images with different lighting conditions are provided, and two passes of PCA (Principal Component Analysis) compress data and generate the final matrices for each color component. Those matrices are then used in realtime to compute the correct image appeareance given the novel lighting conditions.

The Relighting Framework is based on the Lighting Sensitive Display by Shree Nayar, Peter Belhumeur, and Terry Boult, and extends it to use environment maps.

Oct 2002: An Investigation Into the Use of Synthetic Vision for NPC's/Agents in Computer Games
My Licenciatura thesis was made with the advise of Dr. Alan Watt from the University of Sheffield. It's titled An Investigation Into the use of Synthetic Vision for NPC's/Agents in Computer Games. A 2-false-coloring-viewports vision representation for NPC's is proposed to deal with more realistic behavior in games. The vision model was implemented together with a very simple AI module in a FPS-like game, using the Fly3D engine.

The thesis is available in PDF in English and Spanish. The thesis was published by Gamasutra at the following link. It was awarded as the 2nd best final degree thesis in EST'03, part of 32 JAIIO (Jornadas Argentinas de Informática en Investigación Operativa) conference in September 2003.


PUBLICATIONS
Reflectance Sharing: Predicting Appearance from a Sparse Set of Images of a Known Shape
Zickler, Todd; Ramamoorthi, Ravi; Enrique, Sebastian; Belhumeur, Peter.
IEEE Transactions on Pattern Analysis and Machine Intelligence, pp.1287-1302, August 2006.
[ pdf ] [ bib ] [ project ] [ video ]

Reflectance Sharing: Image-based Rendering from a Sparse Set of Images
Zickler, Todd; Enrique, Sebastian; Ramamoorthi, Ravi; Belhumeur, Peter.
Rendering Techniques 2005 (Proc. Eurographics Symposium on Rendering). pp. 253-265.
[ pdf ] [ bib ] [ project ] [ video ]

Image-based Rendering from a Sparse Set of Images
Zickler, Todd; Enrique, Sebastian; Ramamoorthi, Ravi; Belhumeur, Peter.
Siggraph 2005 Sketches.
[ pdf ] [ project ]

Time-Varying Textures: Definition, Acquisition, and Synthesis
Enrique, Sebastian; Koudelka, Melissa; Belhumeur, Peter; Dorsey, Julie; Nayar, Shree; Ramamoorthi, Ravi.
Siggraph 2005 Sketches.
[ pdf ] [ acm ]

Time-Varying Textures
Enrique, Sebastian; Koudelka, Melissa; Belhumeur, Peter; Dorsey, Julie; Nayar, Shree; Ramamoorthi, Ravi.
Columbia University Computer Science Department Technical Report CUCS-023-05.
May 25th, 2005.
[ pdf ]

Using Synthetic Vision for Autonomous Non-Player Characters in Computer Games
Enrique, Sebastian; Watt, Alan; Policarpo, Fabio; Maddock, Steve.
In Proceedings of ASAI 2002, JAIIO 31°. September 2002.
Also in Inteligencia Artificial, Revista Iberoamericana de Inteligencia Artificial, No.21 (2003), pp. 19-25, ISSN: 1137-2601. AEPIA.
[ pdf asai ] [ pdf aepia ]

Sparc Processor Components Implementation Using Discrete Event Simulation
Authors: Enrique, Sebastian; Glinsky, Ezequiel. Director: Wainer, Gabriel.
(in Spanish). Accepted for posters presentation during conference JAIIO 28°, EST'99. September 1999.
[ pdf ] [ cell-devs project ] [ alfa-1 project ]

Definition of components for the ALFA-1 simulated processor
De Simoni, L.; Enrique, S.; Glinsky, E.; Petronio, D.; Wassermann, D.; Wainer, G. et al.
Internal report (in Spanish). Departamento de Computación. Facultad de Ciencias Exactas y Naturales. 1998.
[ alfa-1 project ]
Definition of ALU components for the Alfa-1 simulated processor
Barletta, A.; Enrique, S.; Rubinstein, D.
Internal report (in Spanish). Departamento de Computación. Facultad de Ciencias Exactas y Naturales. Universidad de Buenos Aires. 1998.
[ alfa-1 project ]

AWARDS
Extraordinary Teaching Assistant
Computer Science Department, The Fu Fundation School of Engineering and Applied Sciences, Columbia University
Fall 2004
[ pdf newsletter ]
2nd Best Final Degree Thesis
An Investigation Into the Use of Synthetic Vision for NPC's/Agents in Computer Games

Author: Enrique, Sebastian; Director: Watt, Alan; Co-Director: Mejail, Marta.
Licenciatura Thesis, Departamento de Computación, Facultad de Ciencias Exactas y Naturales, Universidad de Buenos Aires
EST'03, 32 JAIIO (Jornadas Argentinas de Informática e Investigación Operativa), SADIO. September 2003.
[ pdf spanish ] [ pdf english ] [ pdf summary spanish ]


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Last Update: Jun 4, 2010 - Created by: Sebastian Enrique [senrique@hotmail.com]