We are building a video game studio that will set new standards for collaboration in entertainment. We believe in an accessible online experience connecting people in easy to immerse worlds filled with emergent challenges and stories.
I have been working in the video games industry since 2008 including Microsoft, Epic Games, 2K Games and NASA.
Highlights:
• New Bioshock installment
• Gears 5: Hivebusters
• Gears 5
• Mars 2030
• Gears of War 4
• Claptastic Voyage DLC
• Borderlands: The Pre-Sequel!
• Unreal Engine 4 Showcase
• Infinity Blade III
• Gears of War: Judgment DLC
• Gears of War: Judgment
• Unmechanical
• Alien Rage
• Half-Life 2 mod - Tear
Game Direction
Working on the new Bioshock title.
Working on the new Bioshock title.
Gears 5 (XONE, XONE X, Win10)
• Participating in a full production cycle - pitching, prototyping, producing and polishing environments.
• Pushing the limits of Unreal Engine 4 while developing fully fledged open world levels.
• Assisting with new team members onboarding.
• Mentoring juniors and fresh graduates as well as helping movie industry veterans to adapt to real-
time workflow.
Gears of War 4 (XONE, Win10)
• Building and optimizing environments for Singleplayer experience.
• Assisting with lighting setups and building shader networks in UE4.
Borderlands: The Pre-Sequel (PC/X360/PS3)
• Built environments that fit Borderlands' series art direction.
• Helped with optimization effort for all three target platforms.
• Created art assets and assisted with outsource management, that includes: logging asset requests, providing feedback and reducing workflow bottlenecks where possible.
Borderlands: The Pre-Sequel - Claptastic Voyage DLC (PC/X360/PS3)
• Creative ownership of 3 levels.
• Assisted with memory and performance optimization across all levels.
• Global lighting and post-process passes.
Unreal Engine 4 Showcase
• Contributed to establishing visual style of samples provided with Unreal Engine 4.
• Prototyped and built environments.
• Requested new tools and features that enhanced pipeline, for environment and shader artists, in UE4.
Gears of War: Judgment DLC (X360)
• Creative ownership of a multiplayer map for overrun mode - Dreadnought.
• Maintained environment art as well as some of shader and optimisation effort within the level.
• Close collaboration with Level Designer. Constant evaluation and iteration on the map's layout and other gameplay aspects.
Gears of War: Judgment (X360)
• Handled building, polishing and optimising levels for the Singleplayer campaign.
• Worked closely with Art Director, Lead Environment Artist and Level Designers to make sure we deliver the best experience possible. The biggest part of my work remains in Chapter 5 – Rooftops.
• Implemented story telling through the environments.
• Prepared promotional materials for E3 2012.
Unmechanical (PC/iPad2/iPhone4s)
• Translated the game and promotional materials to Polish.
Unannounced project
• Designed and built game environment.
Alien Rage (PC/X360/PS3)
• Created art assets and shaders for Sci-fi interiors.
• Built and lit levels with Unreal Engine 3
Inhumator (Suspended)
• Designed and built fantasy themed environments.
TEAR (PC)
• Founded Half-Life 2 total conversion mod.
• Recruited and management multidisciplinary team of 8 to 15 persons.
• Established visual identity of project. That includes environments, weapons, characters and collateral designs.
• Maintained game and level design