Senior Engineer - Technical Art
CurrentWorking on Witcher 4 PolarisEngine: Unreal Engine 5
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Paweł Stolecki is listed as Senior Engineer - Technical Art at CD Projekt RED at CD PROJEKT RED, a with 849 employees, based in Wroclaw Metropolitan Area, Poland. AeroLeads shows a matched LinkedIn profile for Paweł Stolecki.
Paweł Stolecki previously worked as Senior Engineer - Technical Art at Cd Projekt Red and Visual Technical Artist at Cd Projekt Red. Paweł Stolecki holds Bachelor Of Arts - Ba, Animation & Special Effects, 5 from Dolnośląska Szkoła Wyższa.
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Technical Artist with experience in: -Rendering(widely, specialized in PBR lighting & materials),-Pipeline Tools(C++,Python, Blueprints, Vex), -Game Profiling & Optimization,-Procedural & handcrafted asset production[Mesh, 2d & 3d & flipbook Textures, Particle effects, Shaders in variety of usages]-Creating & supervising asset/level creation pipeline [art quality & performance efficiency maximization]
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Wrocław, Dolnośląskie, Poland
Working on Witcher 4 PolarisEngine: Unreal Engine 5
Wrocław, Dolnośląskie, Poland
Working on The Witcher 4 Polaris ProjectEngine: Unreal Engine 5
Wroclaw, Lower Silesian District, Poland
[Shaders, PBR lighting & materials, Scene & Asset Pipeline, Tools, Optimization, GPU Profiling]Part of engine team. Rendering:- Environment & Character & Vfx Shaders,- LOD transition system based on postprocess based dissolve(no discard in object shader),- 3D & 2D Decal shaders,- Weather effects,- Implementing Physically Based Rendering(lighting, materials),- Cascaded Sun Shadows,- Screen Space Sun Shadows,- Direct light shading(BRDF's included),- Clustered light computation co-development,- Screen Space Temporal Ambient Occlusion,- Envprobe-based indirect diffuse lighting for interiors co-development,-Voxel based indirect diffuse solution co-development,- Octahedron Image-Based Reflections,(offline generated reflection probes - indoors, heightmap raymarch based reflections - outdoors),- Screen Space Reflections,- Volumetric Fog,- Water surface & Underwater volume lighting,- Bloom & Glow Streaks,- Sun Rays postprocess,- Exposure Metering Mask,- Barrel & Pincushion Screen Distortion,- Motion Blur,- RTX features co-development,- DLSS, FSR, FSR2 co-development,- UI EffectsProfiling & Optimization:-PC & Xbox One & & Xbox Series X/S & PS4 & PS5 & Nintendo Switch,-Improving Occupancy of the shaders,-Optimizing VGPR/SGPR usage,-Reducing amount of Bank Conflicts & Video Memory Stalls etc..-Foreseeing & solving upcoming optimization challenges,-Propagating proper optimization habits among artists, supervising content creation,-Taking responsibility for setting up graphics presets for consoles to fit resolution & frame rate requirements.Tools:-Multiple editor viewmodes(example: dynamic light overlapping - heatmap)-Color Image to Grayscale Index & Color Pallete converter(Python)-Procedural Textures(Substance Designer)-LOD0->LOD1 texture generator: simplifies complex LOD0 material to flattened LOD1 texture representation[whole gbuffer]Engine: Techland's C-ENGINE
Chorzow, Silesian District, Poland
[Teaching, Scene & Asset Pipeline, Scene optimization]Conducted a series of nine meetings(4h each - 36h total).I've been teaching the team how to approach 3D environment creation. Covered topics such as:-Preproduction-Landscapes(heightmap generation and material setup in the engine)-Whitebox'ing-Composition, shape language & lighting-Modular approach for repetitive assets.-Foliage -Sculpting in ZBrush-Quixel Megascans & Substance Painter-Basic & intermediate shader creation-Optimization techniques-A brief explanation of rendering pipeline and it's meaning for performanceI've been also supporting the team in their homework I've been giving during the whole period.
Gliwice, Woj. Śląskie, Polska
[Scene & Asset Pipeline, Shaders, Wind simulation, Foliage, Optimization, Procedural Texturing, R&D]- Landscape production pipeline - Researching & Production- Procedural shader system for a forest fire.- Stormy Ocean- Wind Simulation on the curtains, trees & smaller foliage- General purpose shaders.- Foliage Assets.- Substance Materials- Pipeline Tools- Simulations- R&D- OptimizationEngine:Unreal Engine 4
Chorzow, Silesian District, Poland
[Shaders, Optimization, Teaching, Scene & Asset Pipeline, Asset creation, Procedural Texturing, Level Art]-Substance materials- Shaders-Creating & teaching other artists the production pipeline.-Organizing file structure and setting naming conventions-Creating assets like: Ships, Inventions, Buildings, CharactersEngine:Unity
Katowice, Woj. Śląskie, Polska
[Modeling, Texturing, Shaders]Engine:Unity
Other employees you can reach at cdprojektred.com. View company contacts for 849 employees →
Anna Wójcik
Colleague at Cd Projekt RedŚwiebodzice, Dolnośląskie, Poland
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PK
Paulina Kornacka
Colleague at Cd Projekt RedWarsaw Metropolitan Area, Poland
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Jakub Szamborski
Colleague at Cd Projekt RedWarsaw, Mazowieckie, Poland
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Gdańska Tumo
Colleague at Cd Projekt RedBydgoszcz, Kujawsko-Pomorskie, Poland
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Deutscher Bundespark
Colleague at Cd Projekt RedBerlin, Germany
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MM
Mduduzi Moyo
Colleague at Cd Projekt RedJohannesburg, Gauteng, South Africa
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Magdalena Bednarska
Colleague at Cd Projekt RedWarsaw, Mazowieckie, Poland
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JS
John Smith
Colleague at Cd Projekt RedSan Diego, California, United States
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Patryk Wiśniewski
Colleague at Cd Projekt RedWarsaw, Mazowieckie, Poland
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Tomasz Stryjewski
Colleague at Cd Projekt RedWarsaw, Mazowieckie, Poland
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transfered from WSTI Katowice - Part time
transfered to DSW Wroclaw (job change) - Part Time
Activities and Societies: Certificate in : :Project Management during contest called "Zwolnieni z Teorii"
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Paweł Stolecki works for CD PROJEKT RED.
Paweł Stolecki is listed as Senior Engineer - Technical Art at CD Projekt RED at CD PROJEKT RED.
Paweł Stolecki is based in Wroclaw Metropolitan Area, Poland while working with CD PROJEKT RED.
Paweł Stolecki has worked for Cd Projekt Red, Techland, Live Motion Games, The Farm 51 Group Sa, and Gamgoo Sp. Z O.O..
Paweł Stolecki's colleagues at CD PROJEKT RED include Anna Wójcik, Paulina Kornacka, Jakub Szamborski, Gdańska Tumo, and Deutscher Bundespark.
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Paweł Stolecki holds Bachelor Of Arts - Ba, Animation & Special Effects, 5 from Dolnośląska Szkoła Wyższa.
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