About Me
My name is Mateusz Szymoński.
I work as a Technical Artist at CD PROJEKT RED.
My passion lies in Computer Science, particularly in game development areas such as Technical Art, Computer Graphics and Engine Programming.
As a self-taught 3D Artist, I specialize in prop modeling and environment art.
Beyond my gaming pursuits, I actively engage in the development of web applications projects.
I graduated from Warsaw University of Technology with a Bachelor’s degree in Computer Science, earning the highest distinction for my thesis: “Design and Implementation of a Computer Game Engine”.
Not-so-secretly, I’m an avid enthusiast of game jams, hackathons and the Rust programming language.
For more details, please refer to my resume available here: Resume
Skills
Languages | Tools |
---|---|
C# | Unity |
Rust | Unreal Engine |
C++ | Photoshop |
Python | Blender |
JavaScript | Houdini |
R | Substance Painter |
Docker | |
Git | |
Helix Core |
Libraries | Other |
---|---|
Vulkan | HTML |
OpenGL | CSS |
React | Tailwind |
ASP.NET | Linux |
WPF | Agile |
Scrum | |
LaTeX | |
SQL | |
UML |
Projects
Polaris (codename)
Unreal Engine
C++
Houdini
The next installment in The Witcher series of games and the beginning of a new AAA RPG saga.
I work as a technical artist and a software architect developing technology for advanced procedural generation of vast environments. I also establish content production pipelines for project teams.
GWENT: The Witcher Card Game
Unity
C#
Photoshop
Set in Witcher universe, well-known strategy card game of choices and consequences, where skill, not luck, is your greatest weapon.
I worked as a technical artist developing tools and other solutions to improve asset creation workflow. Additionally, I helped people from different departments (Animation, 3D Art, VFX Art) solve their day-to-day problems.
Pill Engine
Rust
GLSL
wgpu
Data-driven game engine written in Rust programming language which I designed and developed in 5 months as my Bachelor thesis project. Still in active development, used for Rust and low-level programming learning purposes.
Features: Entity Component System, 3D graphics (Blinn-Phong shading model, instancing), Scenes, Input handling, Sound playing, Resource system (Mesh, Texture, Material, Sound), Material system, Error chaining, Custom components and resources support, Launcher tool
City Event Map
C#
JavaScript
Python
ASP.NET
React
MongoDB
Full-stack dedicated web application for city residents aiming to centralize information about events in the city, providing easy access to details about cultural events, road closures, hazards, and other relevant information.
As one-third of the Sticky Piston Studios development team, I was responsible for every aspect of its creation. This encompassed handling frontend and backend development, server deployment, testing, and continuous integration.
Rapid PBR Material Creator
Python
Blender API
Rapid PBR Material Creator is a Blender addon that simplifies the creation of PBR materials to a SINGLE click!
With 500+ sales and average 5/5 rating, enhances texturing workflows for people around the world.
Mothman Rendering Engine
C++
OpenGL
GLSL
Modern OpenGL rendering engine coded for learning purposes.
Features: Forward multipass rendering, Tessellated terrain system, Post-processing effects, Assimp model loading, Shader uniforms registration, Directional, point and spot lights with shadows, Simple materials, Normal maps, Skybox, ImGui-based graphical user interface
Agent-based modelling of car platooning for traffic optimization
Unity
C#
A scientific research paper which I was co-author of, published in 2021 4th International Symposium on Agents, Multi-Agent Systems and Robotics (ISAMSR)
Addressing the topic of gasoline consumption reduction thanks to the implementation of a platooning system for autonomous vehicles moving on the highways.
For the purpose of this study, a state machine system of distributed agents was created to simulate the communication and cooperation of the vehicles and to calculate the air resistance factor reduction.
DOI: 10.1109/ISAMSR53229.2021.9567855
3D Art
United Earth Federation
Unreal Engine
Blender
Gaea
Megascans
Substance Painter
Photoshop
A small tribute for Supreme Commander game.
First place winner in CGBoost “Space Carrier” challenge
Temple of Ylnir
Unity
Blender
Substance Painter
Substance Designer
Photoshop
Realtime 3D environment project made in Unity Engine for Inside The Vault contest. Third place winning project.
The project is a short cinematic consisting of two scenes in which a small drone exploring a forgotten temple is the main actor. All models and textures were created by hand for this work specifically. The project uses HDRP rendering pipeline. All actions are animated using a timeline and blend shapes. Additionally, a small manager tool allowing for controlling the demo playback was created.
Other Art
The above projects were just a sample of my 3D works.
More can be found in my ArtStation portfolio here: Portfolio
Other Activity
KNTG Polygon
I was vice president of KNTG “Polygon” – a student association of game developers at Warsaw University of Technology.
I met there many amazing people who pushed me further into game dev and enthused me with game jams.
Before and during my presidency, I was organizing and conducting weekly meetings, managing social media, and handling necessary administrative tasks.
My main goal was to popularize game creation among young people.
Game Jams and Hackathons
I took part in 23 game jams and hackathons (and counting):
Game jams: PolyJam 2018/2019, Slavic Game Jam 2018/2019, 0h Game Jam 2018/2019/2020/2022, HoloLens Game Jam, Game Jam Square 2019/2020, Warsaw Film School Game Jam 2019/2020, Game Maker’s Tool Kit Game Jam 2019, Epic Mega Jam 2020, Red Game Jam 2022, United with Ukraine Game Jam 2022, Warsaw Game Jam Pro 2022, HackYeah 2022/2023, Copernicus Game Jam 2022
Some games I have created can be found here: itch.io
I was responsible for organizing PolyJam 2019 and PolyJam 2020 game jams.
Hackathons: Hack2React 2023, Data For City 2023