

PORTFOLIO
While we met at Yaak in automotive, AI and Machine Learning, we have our origins in game dev - but our range spans much further.
Find below a selection of projects we have worked on.
Vehicle Data Collection and Processing Kit
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Overview
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Hardware Architecture
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Software Architecture
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Backend: Event and Data Ingestion Platform
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360° Video Processing Pipeline
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Internal and External Drive Visualization
Next Level Procedurally Generated VR Simulation
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Overview
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Architecture
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The Cycle: Frontier
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Dead Island 2
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Dreadnought
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Exoborne
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Grand Theft Auto: Chinatown Wars
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Grand Theft Auto IV
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June’s Journey
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Spec Ops: The Line
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Wolfenstein II: The New Colossus
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Education
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Health
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Defense
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Computer Vision and Digital Assets
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Mobile OS
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iGaming
VEHICLE DATA COLLECTION AND PROCESSING KIT

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Low cost central compute and sensor kit (8 cameras, CAN, IMU, GNNS) - easily installed in less than a day by any car workshop
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OTA software updates and remote debugging
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Mobile app for recording control and scene characterization
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Producing and uploading terabytes of daily data for ML model training
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Deployed on 60 cars in Germany, driving all day every day in any condition

HARDWARE ARCHITECTURE


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Custom PCB design for carrier board
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ESP32
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IoT 4G modem
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Access to ignition and CAN bus
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NVidia Jetson Xavier carrier board on top
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GSML extension board for 8 cameras
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CAN bus access
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GNSS receiver
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5G modem
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SSD
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Ethernet
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Multiple hardware iterations
SOFTWARE ARCHITECTURE
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Self developed software components mainly written in Rust
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Software stack could run standalone: telemetry replay possible, interacting with backend
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ESP32 firmware
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Communicates with Jetson via uart
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Monitor CAN bus and ignition
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Communicate to IoT modem via serial line
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Linux on Jetson
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Main application
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Video recording via gstreamer
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Read car telemetry form CAN bus
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Handle backend-initiated recording sessions
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3rd party services: OTA, logs, telemetry

BACKEND ARCHITECTURE:
EVENT AND DATA INGESTION

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Backend
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API in Go utilizing Postgres wrapped in Docker
Running on AWS Fargate but could be deployed anywhere
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Networking
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Vehicle connectivity via internal network relying on Zerotier
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Cloud/Infrastructure
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Data upload from vehicles to S3
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Data job orchestration via AWS Batch
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Processing models self-contained on docker running provided from the ML team
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Vehicle-kit software stack for E2E tests
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Completely IaC-driven with Terraform
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360° VIDEO PROCESSING PIPELINE
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Model-assisted generation of calibration files
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Machine learning assisted video processing pipeline in the cloud running on demand
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Uploading video to S3 via API, ingesting metadata
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Testing for video file completeness; triggering processing:
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PII removal
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Projecting camera images onto a sphere, which is aligned with the help of the calibration files
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Compressing video further and making it streamable to websites and mobile devices (m3u/ts)
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INTERNAL AND EXTERNAL DRIVE VISUALIZATION




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Initial internal tooling
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Individual selection of camera views
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Telemetry for speed, indicator, headlights, pedal press intensity, instructor pedals
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Drive event evaluation
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External Tool: App
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Ride overview & events, tracked in real-time via GPS
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Automated 360° video creation with telemetry overlay
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Statistics & progress tracking
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NEXT LEVEL PROCEDURALLY GENERATED VR SIMULATION
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Procedurally generated from real-world data, 3D rendered, and fully customizable
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Creates digital twins of areas within a week
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Full control over dynamic environment populated with AI-driven actors (e.g. traffic systems, pedestrians, events) and bespoke training scenarios
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Broad range of use from special-purpose vehicles, military, autonomous driving or public driving education

VR SIMULATION: ARCHITECTURE

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Based on Unreal Engine
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Import OpenStreetMap and Mapillary data
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Roads, lanes, intersections, yields, houses, …
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Transforms data into generic format
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Uses Houdini to generate levels
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Data imported from OpenStreetMap as ground truth
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Takes additional info about types of areas
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Aims to be usable for driving schools
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Tools to optimize fixing inconsistencies in input data
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Automation used when possible
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Convenient tools for level designers to determine issues and fix manually
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Create workflows to prevent auto generation from overwriting changes done by humans
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GAMES (SELECTION)

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The Cycle: Frontier
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Dead Island 2
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Dreadnought
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Exoborne
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Grand Theft Auto: Chinatown Wars
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Grand Theft Auto IV
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June’s Journey
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Spec Ops: The Line
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Wolfenstein II: The New Colossus
OTHER PROJECTS
Note: due to effective NDAs we are not able to disclose a more detailed level of information on some of the projects listed below
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EDUCATION: IARC - Global age classification tool for digital games and apps (licensed by Amazon, Epic Games, Google Play, Meta, Microsoft, Nintendo, and Sony PlayStation)
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HEALTH: Game for hallucination research in psychosis patients
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DEFENSE: HIL/SIL Simulation for autonomous drone development
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COMPUTER VISION & DIGITAL ASSETS: EyeEm - Computervision-driven global photography community and marketplace
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TECH: Meltemi - Linux-based mobile phone OS (Nokia)
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iGAMING: VEGAZ - Game engine for slot machines
