Hello! My name is Leszek and at 25 years old, I'm a super-enthusiastic programmer with a fair deal of experience in the game development industry as a software engineer, and a colourful background in game modding and open-source projects. I live, eat & breathe code.
Always on the lookout for challenges that test my creativity and skills, where well-engineered technical solutions build intense and memorable experiences. I take pride in professionalism and ability to cope with stress (not my favourite mobilizing factor, though!), while being easy-going and providing teammates with comic relief. ;)
Herding the code hogs at the Kraków branch of the company. Engine/renderer programming on most days; mentoring and recruiting on others.
Adjusting, hacking and profiling the Unreal Engine 4 rendering pipeline to the needs and wants of our artists. Miscellaneous engine-side work as well.
At Nordic: One-man “internal tech team”, as company PR once dubbed me. Linux ports and other generalist programming.
Previously: A freelancer in the Linux porting business. Contracted by The Farm 51 and Nordic Games for different projects.
All-round programmer. Started in gameplay, then took on shaders, tech & middlewares; turned a critical bug squasher. Unreal Engine 3 used throughout.
Majoring in Interactive 3D Graphics. Thesis subject: Parallelization of Existing Game Logic Code (impl. 2 techniques in the Quake III codebase).
Majoring in Computer Graphics and Software. Thesis subject: High-Performance Particle Effect System (modular, retargetable back-ends, sample back-end for JIT x86/64 assembly).
The Vanishing of Ethan Carter, with its rich visuals and a graphics workload somewhat uncommon for Unreal Engine 4, has been a difficult case for attaining VR perf targets. This is a story of scraping off frame render time, microsecond by microsecond.
Ever since the advent of SteamOS, interest in game development for Linux has seen an increase. This lecture aims to address some more advanced issues encountered by programmers on this platform, beyond the very basic Linux setup, and drawing from over a year and two and a half games of experience in the subject. The areas discussed will be:
2013 was the year in which Linux finally got the attention of game developers; it was also the year in which my first two Linux/SteamOS ports were released. This talk will cover the learnings of one year of porting work from a programmer's point of view: DOs and DON'Ts and issues both expected and unexpected.
The SDL library (Simple DirectMedia Layer) - known as "the open source response to DirectX" - lets you forget about all the boilerplate in game development on platforms ranging from Windows, through Linux and Mac OS X, to iOS and Android. While still in active development, version 2.0 of SDL provides new and improved functionality, including touch input and force feedback support. It also ships with the Steam Linux Library. This lecture provides an overview of the library's capabilities and some useful tricks.
Linux commonly connotes with open-source zealots and a small PC market share, not blockbuster video games. However, the arrival of Steam on the platform might change the outlook quite dramatically, and Linux support may soon become a must-have feature for your game. Setting the open-source ideology aside, this lecture is an overview of the technical challenges a game developer may face while porting their game to this platform, along with solutions.
An errata has been published on July 14, 2013.
A study in parallelization of existing, legacy gameplay codebases. Quake III codebase used as a representative example.
A modular, data-driven particle system with retargetable back-ends. Example back-end uses x86/x86-64 assembly relying on the SSE instructions to generate blazing-fast particle system emitter code. Thesis text in Polish.