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Michał Gawron
Michał Gawron
Technical Artist | Shaders | Rendering | Optimization
Katowice, Poland

Summary

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.

Skills

VFXParticle EffectsShadersMaterialsTechnicalRenderingPhysically Based RenderingOptimization

Software proficiency

Unreal Engine
Unreal Engine
Unity
Unity
Substance 3D Designer
Substance 3D Designer
Substance 3D Sampler
Substance 3D Sampler
Marmoset Toolbag
Marmoset Toolbag
Visual Studio
Visual Studio
3ds Max
3ds Max
Blender
Blender

Productions

    • Video Game
      Layers of Fear
    • Year
      2023
    • Role
      Technical Artist
    • Company
      Anshar Studios
    • Video Game
      Darksiders III (Nintendo Switch)
    • Year
      2021
    • Role
      Technical Artist
    • Company
      Anshar Studios
    • Video Game
      Observer: System Redux
    • Year
      2020
    • Role
      Technical Artist
    • Company
      Anshar Studios
    • Video Game
      Chernobylite
    • Year
      2019
    • Role
      Additional FX Artist
    • Company
      The Farm 51
    • Video Game
      World War 3
    • Year
      2018
    • Role
      VFX Artist
    • Company
      The Farm 51
    • Video Game
      Get Even
    • Year
      2017
    • Role
      Technical & FX Artist
    • Company
      The Farm 51

Experience

  • Expert Technical Artist at Anshar Studios
    Katowice, PL
    May 2023 - Present

    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.

  • Lead Technical Artist at Anshar Studios
    Katowice, PL
    April 2021 - April 2023

    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.

  • Shader Artist at Anshar Studios
    Katowice, Poland
    October 2019 - April 2021

    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.

  • Shader Programmer at Artifex Mundi
    Katowice, Poland
    October 2018 - September 2019

    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.

  • VFX Artist at The Farm 51
    Gliwice, Poland
    July 2017 - September 2018

    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.

  • Technical & FX Artist at The Farm 51
    Gliwice, Poland
    January 2016 - June 2017

    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.

  • Junior FX Artist at The Farm 51
    Gliwice, Poland
    May 2014 - December 2015

    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.