Arkadiusz Antonik

Engineering Director, Polaris at CD PROJEKT RED
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Contact Information
us****@****om
(386) 825-5501
Location
Łowicki, Łódzkie, Poland, PL
Languages
  • polski Native or bilingual proficiency
  • angielski Limited working proficiency

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Experience

    • Poland
    • Computer Games
    • 700 & Above Employee
    • Engineering Director, Polaris
      • Mar 2022 - Present

      - Introducing Unreal Engine 5 technology into the next AAA game in the Witcher universe- Assembling and managing tech teams for the Witcher project- Managing technical areas for the next AAA game in the Witcher universe

    • UI Code Lead
      • Jul 2019 - Mar 2022

      - Leading and managing the UI Code team - Creating mechanism for 3D user interface and interaction in the 3D world- Implementing support for multithreading computation for UI- Implementing manager for CPU, GPU memory, and frame time.- Implementing a manager for in-game videos( streaming, instancing, LODs )

    • Gameplay Acting Lead
      • Sep 2021 - Dec 2021

      - Leading and managing the gameplay team- Managing tasks, mitigating risks, planning and releasing Cyberpunk 2077 patches

    • Acting UI Code Lead
      • Jul 2018 - Jul 2019

      - Designing and implementing the architecture for the custom User Interface system in Red Engine- Implementing user interface assets: image atlases, layouts, styles, brushes, animations- Implementing UI animation system ( timeline based and procedural )- Implementing static UI property binding to styles or dynamic property binding to functions- Implementing mechanism for UI input for all targeted platform- Leading and managing the UI Code team

    • UI Programmer & UI Code Coordinator
      • Dec 2017 - Jul 2018

      - Researching existing solutions for user interface systems for games- Assembling the user interface team: technical and non-technical.- Implementing the first prototypes of the new user interface framework for the RedEngine 4

    • Engine Programmer
      • Mar 2016 - Dec 2017

      - Redesigning and implementing the reflection system ( RTTI ) for the RedEngine 4- Implementing features for the in-house protocol for interprocess communication between engine, editor backend, editor frontend, and other processes supporting game development- Implementing serialization from and to JSON based on existing binary serialization

    • Poland
    • Computer Games
    • 1 - 100 Employee
    • Programmer
      • Nov 2014 - Mar 2016

      - Porting strategy game from in-house engine written in c++ into Unity in c#- Implementing server-side and communication protocol for a turn-based strategy game - Porting strategy game from in-house engine written in c++ into Unity in c#- Implementing server-side and communication protocol for a turn-based strategy game

    • Founder & Programmer
      • Oct 2010 - 2015

    • Poland
    • Computer Games
    • 700 & Above Employee
    • Junior Engine Programmer
      • Mar 2013 - Sep 2014

      - Designing and implementing an in-house user interface framework for debugging purposes based on an internal renderer, independent from external UI frameworks- Implementing standard controls/ widgets, panels, charts, containers, and more for developers to be able to build custom debug windows and use them on all targeted platforms ( including support for gamepads )- Creating tools for developers( i.e. timelines, environment/weather editor )- Creating a system for map and minimal generation. Automation process for postprocessing all layers and slices for each level grid cell based on Photoshop scripts for the Witcher 3 Wild Hunt

    • Outsource Engine Programmer
      • Nov 2012 - Mar 2013

      - Designing and implementing an in-house system for reporting bugs directly from the game ( in the editor and standalone game ).- Creating and managing central bugs database, implementing SOAP protocol for communication, screenshot management, custom version control ( history ) for each bug including comments and automated positioning in the game

    • Engine Programmer Intern
      • Jul 2012 - Oct 2012

      - Creating internal crash reporting system: catching crashes, gathering crash data, processing them, adding into external service for managing crashes as bugs/tasks for developers- Improving and maintaining the inhouse made build machine service, creating new automation processes, maintaining agents- Helping with the Witcher 2 certification process for Windows 7

Education

  • Politechnika Łódzka
    Master of Computer Science, Games and Interactive Systems Technologies
    2014 - 2017
  • Politechnika Łódzka
    Bachelor of Computer Science, Computer Simulation and Game Technology
    2009 - 2014

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