Commercial Projects:
Call of Duty: Warzone 2.0
Sequel to successful Battle Royale game set in Call of Duty universe.
I was responsible for maintaining fog feature.
Call of Duty: Modern Warfare II
Sequel to hit from 2019.
I was working on upgrading the raymarched fog system.
Call of Duty: Vanguard
Entry into Call of Duty franchise, set in WW II.
Made by Sledgehammer Games.
I was the main architect behind raymarched clouds and I was coordinating a team of 4 people.
Additionally I worked on SSS improvements.
Call of Duty: Warzone
Battle Royale mode set in Call of Duty universe.
I implemented gas surrounding the shrinking play area, its visuals and correct integration with other fogs in engine.
Call of Duty: Modern Warfare
Reboot of classic series with the same title.
My biggest contribution was improvement and optimization of volumetric lighting. That allowed us to enable it on all maps and still hit 60Hz.
Additionally I added SDF compression to alpha tested textures, dithered transparency to clipping objects and helped with improvements to NVG.
Shadow Warrior 2
Second part of reboot to classic game Shadow Warrior, made by Flying Wild Hog.
Most of the project I was working on tools, rewrited curve editor, created marker-based profiling tool and in game objects animation tool.
Towards the end of the project I transitioned to rendering team where I added hologram damage effect and later on improvements to particle system and analytical fog.
Additionally I have created in game photo mode.
Hard Reset: Redux
Remaster of Hard Reset from 2011.
I helped with final polish, merging AO from original version with AO in new engine.
Pangrollin
Game made by Vescom Studios in Unity.
Variation on pinball with zombies.
I was working on blood draw optimization and prototype of some core mechanics.
Distorted
Made by Vescom Studios in Unity.
Horror game for mobile VR.
I worked on first prototype.