Curriculum Vitae

professional experience

January 2011 - current

Programmer at Climax

  • Working with Unreal and Scaleform
  • Programming various elements within the Unreal framework including gameplay, animation, front-end and gui
  • Tool support for artists and level designers
November 2007 - May 2010

3D artist, programmer at Stainless Games

  • Programming the front-end, in-game menus, HUD and mini-games in Lua for several projects - including Risk Factions released for the Xbox 360.
  • Working on mock-ups and prototypes for project pitches. Coding working prototypes on short notice for purposes of design validation.
  • Environment and vehicle modelling, creating textures and authoring assets for several platforms - Xbox 360, PS3, DS and PC. Creating ad-hoc tools to help with the authoring and other tasks.
January 2005 - July 2007

3D artist at Reality Pump

  • Multi-role work on a fantasy RPG - Two Worlds, released for Xbox 360 and the PC. This included modelling environments, equipment and characters, creating overall level layouts, writing quests' structure and technical review and QA of assets created by other artists.
  • Working as an artist in a small team on developing an in-house tree generation technology - later released as standalone middle-ware product (TreeGen).
  • Environment and vehicle modelling, creating textures for a science fiction 3D RTS - Earth 2160, released for the PC.
May 2003 - April 2004

3D artist at Drago Enterteinment

  • Creating various 3D assets for cityscapes and other work on an economic strategy game with a modern setting - released for the PC as Oil Tycoon 2.
  • Modelling indoor and outdoor environments and creating textures for an unreleased fantasy action RPG.

game credits

  • Risk Factions (X360) - artist, programmer
  • Scrabble (DS) - artist
  • Red Baron Arcade (PC, PS3) - 3D artist
  • Two Worlds (PC, X360) - 3D artist
  • Earth 2160 (PC) - 3D artist
  • Oil Tycoon 2 (PC) - 3D artist

...also working on Metal Crusade (linux/windows) - programmer, artist

education

October 2003 - June 2007

Computer Science at University of Science and Technology AGH in Cracow

  • Earned a Bachelor of Computer Science degree, majoring in computer systems (final grade equivalent to a 1st).
  • End term paper on real-time volume rendering
    file: real-time volume rendering.pdf (4.9MB)
    and an application to accompany the presentation
    (openGL under windows in an msi installer).
    file: vxlv.msi [31.77MB]
  • Worked on a commercial project for TRAX elektronik - a system for managing roadside LED signs, their communications and status, data gathering and processing from meteorological points and cameras.
  • Learned to work in teams on big projects, manage complexity, use OOP techniques and create internal and external documentation.
  • A solid base of theoretical and practical mathematics. Taught to use several languages (C/C++, java, assembler, Perl) and development methodologies - working under both Windows and Unix environments.
  • Earned a grade-based grant on my first year which I retained until the end of my studies.

skills

As a programmer - experience in C++, Lua and Perl. Developed front-end and HUD in Lua for 'Risk Factions' on the Xbox 360. In my own time developing a cross-platform 3D tactical game with giant military robots, using C++ and Ogre. Experience with both Windows and Linux platforms - use of Code::Blocks and Visual Studio. Experience in writing scripts for graphics packages using MEL and Maxscript. Good 3D math, collaboration and communication skills.

As an artist - extensive experience in many professional software packages like Maya and 3D Studio Max, Photoshop, Zbrush and Mudbox but also in open source programs like Blender and Gimp. Creating assets for numerous platforms and varied settings and art styles. Reviewing and authoring assets created by other artists for technical compliance.

As a game developer - 7 years of experience in the industry working closely with both artists and programmers, linking the two disciplines. Experience in following written specification and concept art, working under pressure of deadlines and learning new tools and technologies, using versioning systems and maintaining documentation.

about me

Who are you?

author's photoI'm a Polish born (hence my unpronounceable family name), UK based programmer and 3D artist.

Where are you?

I currently live in Portsmouth in the UK, having recently moved in from the Isle of Wight (which I can still see from my office window). I work for a game developer called Climax.

How can I contact you?

The easiest and fastest way is to e-mail me.

What do you do?

On the art side I specialise in low-poly modelling for games but I also do architectural visualisations (well, did, I haven't had the chance to do any for years now) and photography (though this has become more of a hobby now).

On the code side I've had the chance to work on several front ends in lua but as interpreted languages go I personally prefer perl (coming form a Linux background) but that hasn't really got a place in gemedev and is only a language I use when I need a quick tool to do a specific job. You can make an argument that my C++ experience is more of an academic nature but I'm working on a project to prove otherwise.

So which is it, artist or programmer?

As you can see I'm in interested in all things technical and over the years I've also dabbled in numerous other (seemingly boring) things like PHP and web design in general (this website's current reincarnation is the first that uses an off-the-shelf CMS and not one written by myself) and databases (postgress, on an aborted attempt at a web-based game) and am generally technically minded, interested in obscure topics like IF engines. My biggest and longest running interest is the voxel technology. They keep resurfacing every now and again and then get dismissed. One day though, they will rule the world of computer graphics (and data and computation since they go so much deeper than polygons - both literally and as a concept)!

I don't really have a clear cut answer. I've been working in gamedev since 2003 and even then when I started out as an artist I was the one interfacing with the programmers because I had a programming background and over the years I've been slowly moving from art to code. I feel comfortable straddling the two domains and I hope I can continue that in my new role as a programmer.

What's your professional and educational record?

For a detailed history you should look at the CV. As an employee, not that long ago I've been working full-time for a Polish game developer - Reality Pump, known for the Earth 21xx series and Two Worlds. The office was located in the centre of Cracow, a wonderful city where I lived for many years.

After graduating in 2007 with a Bachelor of Computer Science degree from the University of Science and Technology in Cracow (AGH) I finished my work there and moved to the UK which I've been planning to do for many years and managed to find a job on the Isle of Wight at Stainless Games known for the Carmageddon series. I got to see the projects I had been working on to the end and left at the end of May 2010. I decided to leave as I really wanted to move onto the mainland and preferably into a city again. I took some time off to develop a demo and by the end of the year I got a job at Climax in Portsmouth where I currently work.

I'm still planning to further my education in the UK but this has to be put on hold until I can afford it - I'm too old to be taking out student loans.

What is this site about?

This site is primarily my internet portfolio and an electronic business card. Secondly it is the proud host of Daggerfall (remade/inspired) music. Lastly, it's a place to share my interests and host some photos.

Anything to add?

Yes, free the information! Participate in open-source projects, edit wikis (even wikipedia), share your computing power by participating in projects like folding@home, join internet communities that do great things rather than corporate social sites which just harvest your private data and sell you things. Fight for your digital rights, support software freedom and oppose software patents.

-------------------------------------------------------------------------------------