I'm a Technical Artist focused on optimization, shaders and rendering workflows. In my work, I try to bridge the gap between artistic quality and technical performance so that the final game looks good and runs well. I love solving puzzles and technical problems. I often say something can't be done - then come back with a solution, or at least an idea.
Layers of Fear, The Final Prologue DLC (PC, PS5, XSX|S)
My main task was to help the team and ensure the quality and performance of the new story The Final Prologue for the previously released Layers of Fear. I was responsible for:
- game profiling and optimization;
- tools to facilitate and speed up work in the engine;
- maintaining automatic tests;
- shaders and visual effects.
Layers of Fear (PC, PS5, XSX|S)
I was responsible for supporting the team in migrating original games to Unreal Engine 5 and implementing new technologies such as Lumen, hardware Ray Tracing and TSR. The main challenge was to deliver the best possible quality and performance on PS5 and XSX|S consoles and PC. I was responsible for:
- game profiling and optimization;
- implementation of Lumen technology and hardware Ray Tracing;
- Quality and Performance modes on consoles;
- tools to facilitate and speed up work in the engine;
- maintaining automatic tests;
- implementation of upscaling: TSR, Nvidia DLSS 3, AMD FSR 2 and Intel XeSS;
- shaders and visual effects.
Darksiders III (Nintendo Switch)
I was part of the tech team responsible for creating the Nintendo Switch version of the game. My main responsibility was to optimize and adapt the game to the requirements of the console and the client in terms of:
- rendering performance;
- lighting;
- materials/shaders;
- particle effects.
Observer: System Redux (PC, PS5, XSX)
I was part of the technical team responsible for the 2017 game remaster. My main task was to apply new technologies for the next generation PS5/XSX and PC. The biggest challenges were the implementation of Ray Tracing and the optimization of the game to display in 4K/60 fps. I was responsible for:
- creating materials/shaders for environment and characters;
- creating particle effects;
- creating visual effects with materials/shaders and post processes;
- profiling and optimization of the game, lighting and graphic resources;
- graphic implementation of Ray Tracing effects.
I was responsible for:
- creating particle effects;
- creating materials/shaders for environment, characters and weapons;
- creating visual effects on materials/shaders;
- creating post process effects.
World War 3 (PC)
With several years of experience I managed visual effects in the World War 3 game, which is a multiplayer battlefield simulator in the near future. My responsibilities:
- creating particle effects;
- creating visual effects on materials/shaders;
- creating post process effects;
- creating materials/shaders for environment;
- optimizing graphic resources.
Get Even (PC, PS4)
For the game Get Even, my main responsibility was to manage materials/shaders adapted to the photogrammetry scanning technology and the Sony PlayStation 4 console. As a member of the technical team I was also responsible for the implementation of new technologies for the Unreal Engine 3 game engine and optimization of graphic resources. My tasks:
- creating materials/shaders for environment, characters and weapons;
- creating particle effects;
- creating visual effects on materials/shaders;
- creating post process effects;
- implementing modern rendering techniques, such as lighting model or subsurface scattering;
- optimizing graphic resources;
- resource management inside the engine.
Get Even (PC, PS4)
I was responsible for:
- creating particle effects;
- creating materials/shaders for environment, characters and weapons;
- creating visual effects on materials/shaders;
- creating post process effects.