Contacts
Skills
Unity3D
ShaderLab, glsl/hlsl/cg, SRP, URP, Amplify
C#
RenderDoc
Git
Blender, 3DS Max, Photoshop
Basic modeling and texturing skills
PC, Mobile, VR
Two Polygons(My Company)
Graphics Programmer
Self-employed
08.2022 - Present
Crystall Rock
Graphics Programmer
Contract
10.2022 - Present
Hellguard
Fully custom scriptable render pipeline
Mobile post-processing stack
XZ tiled dynamic vertex lighting
Mobile PBR shader with full set of LOD shaders(Low, Medium, High, Super(Hero))
Grass system
Snow/Rain system
Joy Way
Graphics Programmer
Contract
08.2022 - 06.2023
Full-time
02.2022 - 08.2022
Against
Port game to Meta Quest 2
Mobile optimized PBR shader
Color Correction and Tonemapping volume for pretonemapping inside shader
“Mesh Combine Studio 2” integration
VIDEO
Dead Hook
Custom MasterNode for “Amplify Shader Editor”
VIDEO
Stack
Direct mirror-pass without rendering a second camera
Different materials optimisation
“Mesh Combine Studio 2” integration
VIDEO
CarX
Graphics Programmer
Full-time
03.2020 - 01.2021
CarX Drift Racing Online (PC)
Modify standard HDRP temporal anti-aliasing for greater clarity
Add night mode to levels, with headlight light-shafts
Add falling snow for the winter level
Modify car paint/decal system to support different materials i.e metallic, roughnes, mirror-like, dispersion
VIDEO
Cubic.Games
Graphics Programmer
Full-time
04.2018 - 01.2020
Bitter End
Fully custom scriptable render pipeline
Mobile post-processing stack: bloom, color correction, tonemapping, static DOF, subresolution rendering with sharpening filter
Bakery integration(first in the world)
Baked auto exposure
Reflections/refractions in water
XZ tiled dynamic lighting
Mobile PBR shader with skin shading, AO shadows and reflection occlusion
Dynamic shadows: characters to level, FPS weapon to hands, level to hands, level to particles
VIDEO
UNIGINE
Graphics Programmer
Full-time
12.2017 - 04.2018
Engine
Triplanar normal-mapping, detail triplanar normal-mapping
Faster bloom
Reworking temporal anti-aliasing for greater clarity
Screen space bevel
Integration of engine components in editor written with QT
Parovoz
Technical Artist
Contract
04.2017 - 09.2017
Unanounced VR project
Radial blur post-process for VR
Fur shader with instancing
Parallax grass
Tileless shaders for rocks, grass, and rivers
Cluster rendering with point lights, spot lights, and “fill” lights
EVSM soft shadows
RAZAR s.r.o.
Graphics Programmer
Contract
09.2014 - 11.2016
Catacomb Hero
Combined mobile optimised post-process shader with DOF, bokeh, vignette, fisheye, color correction
Porting unity standard shader to a mobile platform
Modify standard shader to support vertex colors and world space normal rotation
Character shader with light color ramp and directional rim light
Integration and optimisation of VFX from “Realistic Effects Pack”
Projective shadows
VIDEO
Flying(working title)
Integration of “ast Colormap ULTRA” shader
Integration of “Bruneton Atmospheric Scattering”
Volumetric clouds
Offscreen particles
Particle shader with flowmap
Global wind system with fluid simulation, and big wind particles for visualisation
ITAT
Graphics Programmer
Full-time
05.2012 - 09.2013
Potshot Pirates
Reflections and water simulation on GPU
Shader for waving animation of sails/leaves/UI elements, glare shader on menu buttons, reflection shader on metal blocks, boss force field shader
Whirlpool and water splash VFX from the whale, dripping drops VFX on the blocks and on the screen
Explanations to artists about creating optimised graphics: 300 vertexes for dynamic batching, use of unlit shaders, atlases, avoiding transparent textures, etc.
Move flipbook sprite animation from script to a shader
VIDEO