Wolfgang Engel
Wolfgang Friedrich Engel is a GPU and Graphics Programmer. He is the founder and CEO of The Forge Interactive. Previously, he also worked as the Lead Graphics Programmer for Rockstar Games.
Wolfgang Engel
- Name
- Wolfgang Engel
- Occupation
- Writer and designer
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wikidata · Q55637847 · wikipedia · Wolfgang Engel
In this article
Biography
Biography
He is also the founder and editor of ShaderX, GPU Pro, and GPU Zen books series.
Key facts
Key facts
• Name — Wolfgang Engel • Occupation — Writer and designer • Title — CEO of Confetti • Notable Works — ShaderX, GPU Pro, and GPU Zen books series
Career
Career
As a developer, Engel has developed videogames in addition to games for the television series Wetten, dass..?. He was the Lead Graphics Programmer at Rockstar Games, where he led the graphics development of the RAGE engine. During his time at Rockstar he contributed to Rockstar Games franchises including Midnight Club, Red Dead Redemption, and Grand Theft Auto. At that time Engel also developed the Oolong gaming engine for iPhone, that eventually shipped about a hundred games. In 2008 Engel introduced light pre-pass rendering as a method of deferred shading variant in the development of videogame graphics, and is known as an expert in shader programming. Engel then founded Confetti Interactive and Confetti Games in 2009, and is its CEO. Confetti is a think-tank for real-time graphics research in the videogame and movie industry, graphics tools developer, and programming services company. Tools Engel has helped develop for the company include Aura, a global illumination system; Ephemeris, a skybox/skydome system; and PixelPuzzle, a Post FX pipeline system. As a part of his role with Confetti, Engel works with external clients, and provides consultations to other game developers. Confetti contributed to games including Tomb Raider, Battlefield 4, Murdered Soul Suspect, Star Citizen, Dirt 4, Vainglory, Transistor, Call of Duty Black Ops 3, Battlefield 1, Mafia 3, Quake Champions, and Phyre.
Writing
Writing
Engel has written or edited more than 20 books on graphics software development in use by the videogame industry, in line with contemporary techniques and practices. The book series he has authored include the ShaderX, GPU Pro, and GPU Zen books series. The ShaderX4 book was awarded the Game Developer Front Line prize in 2006. His books have also included edited collections of pieces by other industry experts and designers, and Engel has also been technical editor to books published by other authors on the same subject matter. Engel also writes articles for developer magazines and game tutorials for videogame-oriented websites. Engel has also spoken at public conferences regarding various techniques in videogame creation and is a faculty member and advisor to the Academy of Game Entertainment Technology.
Primary material
Documents and archives
reference work
- “Wolfgang Engel”, English Wikipedia, consulted as further reading
Reputable secondary · Wikipedia
authority record
- Wikidata, structured authority record Q55637847: Wolfgang Engel
General reference · Wikidata
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Text attribution
Part of the biographical narrative on this page reuses licensed material. Its origin, revision and licence are recorded here.
The biographical narrative on this page is based on the Wikipedia article Wolfgang Engel, revision 1348082551 (EN edition), by its contributors. VALÉORINE has edited that text and built its own documentary record around it. The reused material is available under CC BY-SA 4.0, and this page's reuse of it is offered under the same licence. Everything else on this page — the chronology, the holdings, the evidence, the plates and the connections — is VALÉORINE's own record. Sources and licences.
Notes from the source article
Cited by Wikipedia
Notes from the source article
These works are cited by the source article, in its own numbering. They are recorded as its citations, not as sources VALÉORINE has verified.
- 1.Arif, Fahad. Xbox One eSRAM is Very Fast Memory, Proper Use Can Result Into Significant Performance/Speed Gains. 3 June 2014.
- 2.8 Sensational iPhone Game Engines (2D and 3D). 14 July 2009.
- 3.Lake, Adam. Game Programming Gems 8. Course Technology. 6 June 2018. 9781435457713.
- 4.McShaffry, Mike. Game Coding Complete. Course Technology PTR. 25 June 2014. 9781133776581.
- 5.Duggan, Michael. Torque for Teens. Course Technology. 16 July 2010. 9781435456433.
- 6.Nitschke, Benjamin. Professional XNA Game Programming: For Xbox 360 and Windows. John Wiley & Sons. 22 May 2007. 9780470173770.
- 7.Arif, Fahad. PS4 API is Something That Graphics Programmers Love - Specific GPU Optimizations Will Improve Performance. 13 June 2014.
- 8.Confetti Interactive: Creating Graphics For Games and Entertainment. gamesbusinessreview.com.
- 9.Wolfgang Engel Video Game Credits - MobyGames. MobyGames.
- 10.Madhav, Sanjay. Game Programming in C++: Creating 3D Games. Addison-Wesley Professional. 6 March 2018. 9780134597317.
- 11.The Big Interview: Confetti Interactive On Video Game Lighting, Graphics Rendering And More « Video Game News, Reviews, Walkthroughs And Guides – GamingBolt. gamingbolt.com.
- 12.Engel, Wolfgang. GPU Pro 6: Advanced Rendering Techniques. CRC Press. 28 July 2015. 9781482264623.
- 13.St-Laurent, Sebastien. The Complete Effect and HLSL Guide. Paradoxal Press. 6 June 2018. 9780976613213.
- 14.Leiterman, James. Learn Vertex and Pixel Shader Programming with DirectX 9. Wordware Publishing, Inc. 6 June 2018. 9781556222870.
- 15.Sanchez-crespo, Daniel. Core Techniques and Algorithms in Game Programming. New Riders. 6 June 2018. 9780131020092.
- 16.Nitschke, Benjamin. Professional XNA Game Programming: For Xbox 360 and Windows. John Wiley & Sons. 22 May 2007. 9780470173770.
References
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References
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General reference
The Encyclopedia exists whether or not anything is for sale. Corrections are recorded rather than overwritten, and every version of this record is kept. Published 17 August 2026.
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