Hi. My name is Branislav Síleš (read as Seelesh) and I am the programmer behind Atomontage Engine™.
I have been playing computer games and programming computer graphics stuff since my teen age.
I quickly realized that I find game engines the most interesting thing there.
In late nineties most game developers insanely switched to hardware acceleration.
With dozens of new accelerated same looking games released every year it started to be obvious that acceleration almost killed the invention in real-time 3D computer graphics.
The creative potential of most game engine programmers became wasted on creating titles with average quality, average graphics and virtually no physics.
This development motivated me to get engaged with game engines and, what I find more important, with physics simulation.
I started to think about a technology that would provide all the then missing functionality while being more or less independent of a particular acceleration hardware.
My goal was to develop a totally efficient, physics simulation friendly 3D engine.
Currently I am prototyping the first massively voxel-based title powered by Atomontage Engine™.
Me and my friends - artists at Remake System (see their portfolio here) are eager to spend following years developing original concepts, new approaches and solutions in computer games and similar software.
We are ready to create products with emphasis on physics, interaction and extreme geometry detail.
Feel free to contact me if you want to know more about Atomontage Engine.
Visit Remake System and have a look at their portfolio.
These experienced artists have spent years making assets for over a dozen games including a few AAA titles.