Dirk Gregorius

Principal Software Engineer II / Physics Architect at Valve

Dirk Gregorius is a highly experienced Principal Software Engineer II and Physics Architect at Valve Corporation, where since February 2012, Dirk has authored the Source 2 physics and collision detection engine Rubikon. Prior to Valve, Dirk was a Senior Software Engineer at Blizzard Entertainment, contributing to the StarCraft II team by integrating the in-house physics solution Domino into the game engine. As a self-employed itinerant physic developer, Dirk worked as a contractor for Ubisoft on their physics engine Motion, focusing on collision detection and contact solving. Earlier experience includes a role as a Software Engineer at Havok, where Dirk optimized physics and destruction processes for Xbox 360, along with a tenure at Factor 5 implementing a physics engine for the game Lair. Dirk holds a Bachelor’s Degree in Civil Engineering from RWTH Aachen University and a Master’s Degree in Computational Engineering from Ruhr University Bochum.

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Seattle, United States

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Valve

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Valve Corporation, also known as Valve Software, is an American video game developer, publisher, and digital distribution company headquartered in Bellevue, Washington.


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201-500

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