I build the systems that make games feel alive.
Currently seeking games industry roles.
A VR action game built in Unreal Engine 5 as my engineering thesis project. The game serves as a technical showcase for a custom real-time skeletal mesh slicing system, inspired by Metal Gear Rising: Revengeance, that lets you cut enemies into pieces mid-combat.
A melee combat game built in Unreal Engine 5 with a small team. I led the engineering side of the project, implementing a directional combat system inspired by games like Chivalry: Medieval Warfare, with AI-controlled skeleton enemies.
A Minecraft-style voxel renderer built entirely from scratch using DirectX 11, WinAPI, and C++. The focus of the project was to deepen my understanding of various rendering techniques.
Master's degree in Computer Science, Silesian University of Technology, graduating 2026.
Based in Silesia, Poland. Open to opportunities in the games industry.
Targeting: gameplay programmer, engine programmer, or junior generalist roles.
I've spent my university years building game-related projects whenever I could, not because it was required, but because it's the kind of problem-solving I actually enjoy. I'm drawn to the systems side of game development: the code that makes the magic happen, whether it's a custom renderer or a complex gameplay mechanic.
My thesis project pushed me to solve a genuinely hard problem - real-time mesh bisection in VR. I came out of it with a deeper understanding of Unreal Engine and graphics programming principles responsible for displaying and animating skeletal meshes. The DX11 renderer taught me that understanding what an engine does for you matters as much as knowing how to use one.
I'm actively looking for junior programmer roles in the games industry. If you have an opening or just want to talk shop, reach out.
adamnieckarz02@gmail.com