Hello, my name is Konrad :)

I have been programming professionally for years and more as a hobby.
While in game industry I had opportunity to work on low-level cpu and gpu programming with focus on high performance. As a tool and graphics programmer I worked closely with people from other disciplines, graphics and sound artists, localization team, UI programmers etc.
In my free time I play with electronic, 3D printing, game jams and sometimes security CTFs/wargames.
konrad.piechota@outlook.com / twitter / resume

Experience:

2018-2023 Rendering engineer at Infinity Ward Poland
2015-2018 Graphics/Tool programmer at Flying Wild Hog
2014-2015 Game Programmer at Vescom Studios

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.

Other Projects:

Bluetooth Car

C/C++
Android
ATMega8
Bluetooth
Car controlled with app on phone via bluetooth.
I have used atmega8 and HC-05 for bluetooth.
Case 3D printed on Prusa MK3 with PLA.
App in Java for android.

LazyKrzysztof

C/C++
ESP8266
JavaScript
E-Paper
Device supposed to replace whiteboard for lighting artists.
Using e-paper and ESP8266.
Custom e-paper's refreshing LUTs.
User needs to create a hotspot on their phone.
Whole communication happens via a website hosted on ESP.

RayTracing

C/C++
Small raytracing in C++.
Supports: volumetrics, BVH and multithreading.

Repo

SandBox engine

C/C++
DX12
Game Engine made in C++/DX12.
Features:
  • PBR
  • Area lights with Linearly Transformed Cosines
  • Tiled particle system
  • ECS
  • Sound system
Repo

Software rasterizer

C/C++
C++ software rasterization.
Features:
  • Mipmaps
  • Trilinear interpolation
Repo

Your small world

C/C++
DX12
Ludum Dare 38 - 48h
Player needs to protect the generator by shooting enemies and building turrets.
Game, 2D engine and all assets made during game jam by me. Using C++ and DX12.

Project site
Repo

The Hunt

C#
XNA
Student project showcase, grand prix in technology. FPS game. Made with XNA.
My responsibilities:
  • Implementation of Physically Based Rendering.
  • Image Based Lighting with parallax corrected cubemap.
  • Post processes:
    • Fog.
    • Rain.
    • Outline.
  • Optimization of shaders.
  • Animation system.
  • Drones behavior.

ShipIn5

Unity
C#
Student project showcase, grand prix in design.
Two players cooperate to safely deliver a package. Made with Unity3D.
My responsibilities:
  • Implementation of alien behavior.
  • Implementation of enemy ships behavior.
  • External tool for managing events in game.

Lightleech

Unity
C#
FPS game made in Unity for 7DFPS 2020.
My main responsibility was rendering, custom lights, dense grass and custom sprites.
Additionally worked on level design and gun system.

Project Site

Lil' Justin's Fame Escape

Unity
C#
Ludum Dare 40 - 72h GameJam.
Players escape fans to get to the next concert. Made with Unity3D.
My responsibilities:
  • Crowd behavior.
  • Crowd randomization.
  • Fans behavior.
  • Sound system.
Project site

Rocket Thruster

Unity
C#
Student project released on Google Play Store. Player controls the rocket to complete simple tasks. Made with Unity3D.
My responsibilities:
  • Implementation of rocket control.
  • Implementation of hook behavior (grabbing objects and opening doors).
  • Implementation of enemy cannons behavior.
  • Implementation of cutscene.
  • Level design.

Commit Racer

Unity
C#
Ludum Dare 32 - 72h GameJam.
Players have to destroy data blocks with drone. Support Kinect v2. Made with Unity3D.
I was responsible for Kinect integration.

Spiritual Escape

Unity
C#
Entry to Techland Game Jam 2014 - 48h GameJam.
Players resolve puzzles with help of Spirits that mimic their behavior. Made with Unity3D.
My responsibilities:
  • Implementation of Spirits behavior.
  • Implementation of Spirits-object interaction.
  • Level design.

Things I touched:

Programming:

C/C++, C#, Python, JavaScript, PHP, Shader Languages (glsl, hlsl)

Technologies:

Unity3D, DirectX12, Qt

Consoles:

PS4, Xbox One

Hardware-oriented development:

Arduino, Kinect v2, VR (Oculus Rift, Samsung Gear VR, Google Cardboard)

Languages:

Polish (native), English

Education:

BSc studies: Computer Science FTIMS Łódź University of Technology,
 Specialty I: Technologies of Computer Games and Simulations
 Specialty II: Technology and Graphics in Games
konrad.piechota@outlook.com / twitter / resume