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.





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

