Leszek Godlewski
Hello! I'm a software engineer with a background in the game development industry. My field of interest is real-time rendering; in other words, making pretty pixels fast. I thrive on processing large amounts of data, at throughputs approaching the theoretical maximum. Visual feedback is a nice bonus.
I take pride in professionalism, dedication to making informed decisions based on data, finding non-obvious links between information from a broad body of knowledge, and proper engineering for the rest of the team to rely on.
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Experience
Senior Raytracing System Software Engineer
NVIDIA
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December 2023 – Present
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Development and maintenance of the RTX runtime in the driver.
Rendering Engineer
Frostbite
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April 2021 – December 2023
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Development and maintenance of image quality features (i.e. techniques directly contributing to the output image pixels) within rendering, with a focus on reliability and performance. Formalised the de facto transfer from April 2019.
Projects
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Battlefield 2042 (2021) for Win/XBSX/PS5/XB1/PS4 - bespoke work
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Dead Space (2023 remake) for Win/XBSX/PS5 - bespoke work
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Other Frostbite-based games - accumulated work
Rendering Engineer
EA DICE/Frostbite
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April 2018 – April 2021
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Development and maintenance of all sorts of rendering systems, with a focus on stability (i.e. monitoring MTBF in production) and performance. De-facto transferred to the Image Quality cell of the Frostbite Rendering team as of April 2019.
Projects
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Star Wars Battlefront II (2017; live service) for Win/XB1/PS4 - bespoke work
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Battlefield V (2018; live service) for Win/XB1/PS4 - bespoke work
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FIFA 21 (2020) for PS5/XBSX - bespoke work
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Other Frostbite-based games - accumulated work
Engine Programmer
Starbreeze Studios
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May 2017 – April 2018
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Somewhat accidentally ended up in ownership of engine stability. Worked deep within the Unreal Engine 4 UObject model, UPackages, Blueprint implementation. Contributed minor rendering features.
Projects
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OVERKILL's The Walking Dead (2018, then delisted) for Windows
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Project Crossfire (cancelled as of 2019)
Lead Programmer
Flying Wild Hog Cracow
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Dec 2015 – May 2017
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Leading all things technical at the Kraków branch of the company for the project that would eventually become Space Punks. Engine/renderer programming on most days; IT administration & support, mentoring and recruiting on others. Unreal Engine 4.
Projects
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Space Punks (2021) for Win (before the game had received this name)
Engine Programmer
The Astronauts
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Nov 2014 – Dec 2015
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Hacking the Unreal Engine 4 renderer to meet performance targets, and the needs and wants of our artists. Miscellaneous engine-side work as well. Probably the first shipped forward-rendered Unreal Engine 4 game.
Projects
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The Vanishing of Ethan Carter (2015) for PS4/Win (Redux version)/VR
Porting Programmer
Nordic Games, Freelance
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Sep 2013 – Nov 2014
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Linux ports and other generalist programming.
Projects
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Darksiders port for Linux/Mac (Nordic Games)
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Deadfall Adventures & Painkiller Hell & Damnation ports for Linux (contracted by The Farm 51)
Generalist Programmer
The Farm 51
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Mar 2010 – Aug 2013
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Generalist programmer. Started in gameplay, then took on shaders & engine. Unreal Engine 3 used throughout.
Projects
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Deadfall Adventures (2013) for Win/X360
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Painkiller Hell & Damnation (2012) for Win/X360/PS3/Linux
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Alien Fear (2010; cancelled) for Win/X360/PS3
Selected Skills
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System programming in C/C++/Rust
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Graphics and GPU compute APIs (D3D, Vulkan, CUDA)
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Shader programming (HLSL, GLSL)
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Deep knowledge of CPU and GPU architectures, especially x86-64 and AMD GCN/RDNA
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Graphics rendering techniques: geometry processing, shading, light transport simulation
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Education
Master of Computer Science
Silesian University of Technology
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Feb 2013 – Sep 2014
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Majoring in Interactive 3D Graphics. Thesis subject: Parallelization of Existing Game Logic Code (impl. 2 techniques in the Quake III codebase).
Bachelor of Computer Science
Silesian University of Technology
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Oct 2009 – Jan 2013
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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).
Publications
Graphics programming has not been a domain prominently featured in programming contests up until now, in no small part due to difficulty in grading code quality. We present a practical method for running a contest in shader programming with automatic judging, as well as report findings from the first edition of such a contest.
Optimizing the UE4 renderer for Ethan Carter VR
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Blog post
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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:
Post mortem of two Linux/SteamOS launches
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Digital Dragons 2014
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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.
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