Paweł Kubiak
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Paweł Kubiak Email & Phone Number

Principal AI Engineer at The Coalition at The Coalition Studio
Location: Toronto, Ontario, Canada 8 work roles 2 schools
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Current company
Role
Principal AI Engineer at The Coalition
Location
Toronto, Ontario, Canada
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Who is Paweł Kubiak? Overview

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Paweł Kubiak is listed as Principal AI Engineer at The Coalition at The Coalition Studio, a company with 159 employees, based in Toronto, Ontario, Canada. AeroLeads shows a matched LinkedIn profile for Paweł Kubiak.

Paweł Kubiak previously worked as Principal AI Engineer at The Coalition Studio and Technical Lead, AI at Ubisoft. Paweł Kubiak holds Master'S Degree, Mathematics And Computer Science from University Of Lodz.

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The Coalition Studio

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Profile bio

About Paweł Kubiak

I'm a passionate gamer and game developer. Programming since I got my Atari 65XE in 1996. Always looking for new challenges. I specialize in gameplay systems, artificial intelligence and performance analysis. In spare time I developed open source neural networks, reinforcement learning libraries, and work on navigation project. I also make game bots for educational purposes (and so I don't have to grind myself ;P).Titles:Watch Dogs Legion (Ubisoft)Dying Light (Techland)Dead Island (Techland)Call of Juarez: Bound In Blood (Techland)

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Paweł Kubiak's current company

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The Coalition Studio
The Coalition Studio
Principal AI Engineer at The Coalition
vancouver, british columbia, canada
Employees
159
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8 roles · 23 years

Paweł Kubiak work experience

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Technical Lead, Ai

Toronto, Ontario, Canada

Building foundation for various AI sub-systems (FSM and BT, investigations, search, detection, and senses). Developed light and shadow system (evaluating lighting level of objects/agents) extensively used by AI vision. Prototyping mirrors support and player shadows detection in AI system. Integrating internal motion matching solution into locomotion and.

Apr 2022 - Oct 2023

Technical Lead, Gameplay

Toronto, Ontario, Canada

Providing technical support on gameplay side after Watch Dogs Legion went live. Extending spawning system to support hordes of zombies for WD:L zombie mode expansion. Technical leadership over gameplay team, investigating and proposing solutions for various gameplay systems (ECS, interactive cinematics, quest systems, etc.) for unannounced project.

Jan 2021 - Apr 2022

Senior Generalist Programmer

Toronto, Canada Area

Overseeing a team responsible for maintaining, redesigning and expanding spawning system for an open world project (Watch Dogs Legion). Technical leadership over optimization efforts of gameplay and AI including performance analysis, work planning and the actual optimizations. Designing and prototyping automated testing solution using bots. Participating.

Sep 2016 - Jan 2021

Lead Game Programmer

Wroclaw, Lower Silesian District, Poland

Further improvements and extensions for AI in Dying Light (spiritual successor of Dead Island). Low level game systems support and refactoring. Improvements in build system including automated patch and game package generation. Implementing platform specific functionality related to PS4/XBO consoles in engine (i.e. Streaming install/PlayGo). Game code.

May 2012 - Aug 2016

Senior Ai/Gameplay Programmer

Wrocław Area, Poland

Implementing game mechanics prototypes like active ragdoll. Improvements in animation events system allowing it to be customized with actions. Refactoring and expanding existing AI systems. Taking care of external physics engine integration into ChromeEngine. Designed and implemented weapon crafting and coop difficulty balancing systems. Developed local.

Feb 2011 - Dec 2013

Ai Programmer

Wrocław, Dolnośląskie, Poland

Designed and implemented goal oriented AI (HTN) with P2P network simulation. Developed from scratch AI locomotion, navigation, spawning, senses, combat. Preparation and oversight over mocap sessions for enemies animations. Implemented player navigation, quests management, enemies behavior for Dead Island. Developing coop AI for Call of Juarez: Bound in.

Jun 2006 - Feb 2011

Gameplay Programmer

Łódź, Łódzkie, Poland

Part of small group of passionate indie developers, working on Fallout spinoff cRPG game, with isometric view, taking place in post-apocalyptic Poland. Using open-source OGRE 3D engine. Implemented world partitioning and streaming. Design and implementation of core game systems (buildings, actors, items, inventory, etc.), and in-game editor. Integration.

2003 - 2006 ~3 yrs
Team & coworkers

Colleagues at The Coalition Studio

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2 education records

Paweł Kubiak education

High School, Mathematics

Xxxi Lo
FAQ

Frequently asked questions about Paweł Kubiak

Quick answers generated from the profile data available on this page.

What company does Paweł Kubiak work for?

Paweł Kubiak works for The Coalition Studio.

What is Paweł Kubiak's role at The Coalition Studio?

Paweł Kubiak is listed as Principal AI Engineer at The Coalition at The Coalition Studio.

Where is Paweł Kubiak based?

Paweł Kubiak is based in Toronto, Ontario, Canada while working with The Coalition Studio.

What companies has Paweł Kubiak worked for?

Paweł Kubiak has worked for The Coalition Studio, Ubisoft, Techland, and Ground Zero.

Who are Paweł Kubiak's colleagues at The Coalition Studio?

Paweł Kubiak's colleagues at The Coalition Studio include Alexander Nicholas, Karl Romanowski, Yi Liu, Joseph Walden, and Graham Vair.

How can I contact Paweł Kubiak?

You can use AeroLeads to view verified contact signals for Paweł Kubiak at The Coalition Studio, including work email, phone, and LinkedIn data when available.

What schools did Paweł Kubiak attend?

Paweł Kubiak holds Master'S Degree, Mathematics And Computer Science from University Of Lodz.

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