CV

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

Dead Hook
  • Custom MasterNode for “Amplify Shader Editor”

Stack
  • Direct mirror-pass without rendering a second camera
  • Different materials optimisation
  • “Mesh Combine Studio 2” integration


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


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


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

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