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Bjorn Brynjulfsson is a visionary entrepreneur and technologist in the 3D graphics industry, best known as the co-founder and former CEO of Quixel. Quixel is the company behind Megascans, the world's largest and fastest-growing library of photogrammetry-based 3D assets, which has revolutionized the creation of realistic digital environments in games, film, and visualization. Under his leadership, Quixel aimed to democratize high-quality 3D content creation by making tools and assets more accessible to artists globally. In 2019, Quixel was acquired by Epic Games, where Bjorn now serves as a Vice President, continuing to drive the development and integration of Quixel tools and assets (like Megascans, Bridge, and Mixer) within the Epic Games ecosystem, notably for Unreal Engine. He is passionate about empowering creators with cutting-edge technology and accessible, high-fidelity assets to build immersive experiences.
Bjorn Brynjulfsson's work history includes a series of influential roles in various companies. Here is a detailed list of his professional journey:
Co-founded Quixel in 2011 and served as its CEO, spearheading the development of industry-leading 3D texturing tools (like DDO, NDO, and 3DO) and the Megascans library.
Led the vision and creation of Megascans, the world's largest library of 3D scanned assets, profoundly impacting the quality and efficiency of 3D environment creation across games, VFX, and architectural visualization.
Successfully guided Quixel through its acquisition by Epic Games in November 2019, a move that integrated Quixel's powerful asset library and tools into the Epic ecosystem and made Megascans free for use with Unreal Engine.
Championed the mission to make high-fidelity 3D assets and powerful creation tools more accessible to artists and developers worldwide, significantly lowering barriers to entry for creating photorealistic digital experiences.
Currently serves as a Vice President at Epic Games, overseeing the Quixel division and its continued innovation and integration, pushing the boundaries of real-time 3D graphics.
Háskóli Íslands - Year 2001
Menntaskólinn Við Sund
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