Paul Kruszewski
Paul Kruszewski | |
|---|---|
| Born | 1967 (age 57–58) Alberta, Canada |
| Alma mater | McGill University |
| Occupation(s) | Founder and CEO of QARL |
Paul Kruszewski (born 1967) is a Canadian AI technologist and serial entrepreneur known for his work in artificial intelligence and computer graphics. He has previously founded and sold three AI startups, specializing in crowd simulation, NPC behaviours, and human pose estimation.
Academic life
[edit]Kruszewski obtained an MA and PhD in computer science from McGill University.[1] For graduate school, Kruszewski received a Natural Sciences and Engineering Research Council of Canada (NSERC) Science and Engineering scholarship in 1992.[2] His PhD thesis on random binary trees suggested a method to produce realistic images of trees digitally.[3] His work was inspired by The Algorithmic Beauty of Plants by Przemysław Prusinkiewicz. After completing his thesis, Kruszewski developed and commercialized the software, naming it the "Tree Druid."
Professional life
[edit]Work in industry
[edit]After obtaining his PhD, Kruszewski held various positions across North America, Europe, and Asia. During this time he developed the first cloud-based human simulator at My Virtual Model. He also developed both the PS2 and Xbox game engines at Behaviour Interactive.[4][better source needed]
Entrepreneurial initiatives
[edit]BioGraphic Technologies Inc.
[edit]Kruszewski founded BioGraphic Technologies (BGT) in 2000.[4] BGT is best known for developing "AI.implant", a crowd simulation program. Working from his previous experience in video game development, Kruszewski focused BGT's vision on the film and gaming industries, collaborating with such companies as Lucasfilm, Disney and Sony Computer Entertainment.[4][5] Engenuity Technologies, now Presagis, a modeling and simulation software provider, saw the benefits of simulating large civilian crowds for training purposes, purchasing the company in 2005. Kruszewski became the CTO of Engenuity.[5]
GripHeavyIndustries
[edit]In July 2007, Kruszewski founded GripHeavyIndustries, better known as Grip Entertainment, which created complex AI characters for a range of game developers, such as EA, Disney, and BioWare.[6] The company is credited on such titles as Army of Two: The 40th Day and Deus Ex: Human Revolution.[7]
In 2011, the company experienced some controversy when gamers rallied against Grip's boss fights at the end of the game Deus Ex: Human Revolution. Eidos Montreal had outsourced the development of the game's boss fights to Grip due to time constraints and the complex nature of the open-ended gameplay.[8] Players felt that the fights were inflexible when compared with the rest of the game, causing a stir in the industry.[9][8] That same year, Autodesk, a multinational software company, acquired Grip Entertainment.[6]
wrnch
[edit]Kruszewski's third venture built on previous experience gained from working with computer vision technology. He founded wrnch in April 2014 in Montreal's TandemLaunch incubator.[10] Through wrnch, he developed BodySLAM, a deep learning AI body-tracking software.[11] As a man-machine interface, BodySLAM had many possible applications in various industries, such as health care, security, retail and entertainment. On Sept. 17, 2021, it was announced that Hinge Health, the world’s #1 Digital Musculoskeletal Clinic™, had acquired wrnch. [12] After the acquisition, Kruszewski served as Hinge Health's VP of Deep Technology for 2 years, where he oversaw the integration of the wrnch virtual motion capture into Hinge Health's suite of offerings. [13]
QARL
[edit]In 2024, Kruszewski founded QARL, his latest venture building at the intersection of deep tech, AI and human-machine interaction. [14]
Publications and patents
[edit]Publications
[edit]- The Botanical Beauty of Random Binary Trees, (1995)
- On the Horton-Strahler Number for Random Tries, (1996)
- An algorithm for sculpting trees, (1999)
- A probabilistic technique for the synthetic imagery of lightning, (1999)
- A Note on the Horton-Strahler Number for Random Binary Search Trees, (1999)
- Crowd Modeling For Military Simulations Using Game Technology[permanent dead link], (2005)
- Believable and Reactive Crowds in Next Generation Games, (2006)
- Navigation Challenges in Massively Destructible Worlds (2007)
- Integrating Crowd-Behavior Modeling into Military Simulation using Game Technology[dead link], (2008)
- Engineering Fun, (2011)
Patents
[edit]- Method and Stem for On-Screen Animation of Digital Objects or Characters, (2004)
- System and Method for Displaying Selected Garments on a Computer-Simulated Mannequin, (1999, 2009, 2011, 2012)
References
[edit]- ^ "Research Gate Publications". Research Gate. Retrieved October 16, 2025.
- ^ "Details - NSERC's Awards Database - Natural Sciences and Engineering Research Council of Canada". www.nserc-crsng.gc.ca. 2016-06-28. Retrieved 2017-07-27.
- ^ Kruszewski, Paul. The botanical beauty of random binary trees: a method for the synthetic imagery of botanical trees. Diss. McGill University, 1996.
- ^ a b c Riga, Andy (2000). "Virtual minds of their own" (PDF). Archived from the original (PDF) on July 31, 2017. Retrieved October 16, 2025.
- ^ a b "Engenuity Technologies Acquires BGT BioGraphic Technologies". Military and Aerospace Electronics. Endeavor Business Media. 11 November 2005. Retrieved 19 June 2019.
- ^ a b Berkow, Jameson (November 7, 2011). "Autodesk Acquires Montreal's Grip Entertainment". Financial Post. Retrieved October 12, 2017.
- ^ "Paul Kruszewski Video Game Credits and Biography - MobyGames". MobyGames. Retrieved 2017-10-12.
- ^ a b "Eidos: 'Deus Ex bosses were our fault' | bit-tech.net". Retrieved 2017-10-12.
- ^ Hamilton, Kirk. "Those Horribad Deus Ex: Human Revolution Boss Battles Were Outsourced". Kotaku. Retrieved 2017-10-12.
- ^ "Portfolio - wrnch". Tandemlaunch. Retrieved 19 June 2019.
- ^ Hargrave, Christian (June 2, 2017). "wrnch debuts latest AR tech at Augmented World Expo 2017". App Developer Magazine. Retrieved October 16, 2025.
- ^ "Hinge Health acquires the most advanced computer vision technology" (Press release). San Francisco: Hinge Health. September 17, 2021. Retrieved October 16, 2025.
- ^ "Movement 2023 Conference Highlights". Hinge Health (Conference highlights). 2023. Retrieved October 16, 2025.
- ^ "Meet the Team". QARL. QARL AI. Retrieved October 16, 2025.