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Download Resume .pdf
Technical artist, game developer
Creator of Tech Art Aid – advanced graphics tutorials

Shaders, visual effects, tools for asset creation, training

Cyberpunk 2077

Company: CD Projekt RED

Platforms: PS4, Xbox One, PC
Release date: April 2020

Open-world, action-adventure RPG

Complex surfaces and interactive visual effects through shaders (HLSL, C++).
Art tools and plugins. Supported development of main texturing system.
Pipeline: standalone apps in Python, automated asset processing in Houdini.
Documentation, in-house training. Optimization and graphics debugging.

Tech Art Aid


Started in May 2016

Advanced graphics tutorials and tools

I create video tutorials about Unreal Engine 4 for my Tech Art Aid project. I focus on topics that typically belong to technical artist's duties. My goal is to instill interest with procedural and technical solutions in artists who are already skillfull in other areas.

Old tree trunk

Personal project

November 2014

Tools: Unreal Engine, ZBrush, Photoshop, Substance Painter, Blender, NDO


Company: Tomorrow sp. z o.o.

Platform: PC
Date: 2015

Realtime Oculus VR project

Lead a team of 5 artists, creating scenes in Unity 5 for Oculus VR. Helped transition the project to PBR texturing and lighting. Designed environments. Responsible for technical art duties.

The video on YouTube lets you look around in 360 degrees. Just click and drag!
Oculus Rift version additionally features bloom and color-grading.

Air Race Speed & Xeno

Company: QubicGames

Released in 2014
Platforms: iOS, Nintendo 3DS

Time-trial racing game

Programmed and maintained the level creation toolkit - described below. Created level art and environment lighting. The goal was to achieve maximum variety under constrained technical requirements of a downloadable handheld title.

Racer Toolkit, the Blender extension which I programmed and maintained, played the central role in the level production pipeline of Airace Xeno. Its main goal was to allow designers and artists to work on the same level simultaneously.

The extension creates/updates level geometry from modular parts (linked from external files) along curves placed by designers. The Toolkit divides tracks into optimal chunks and helps with exporting.

On the screenshot below are visible two ways, each of different profile. The twist is a property of the Bezier curve (the deformation being handled by Blender), so there is no need for special modules.

Liber Daemonum

Personal project

Released in June 2012
Play the game
Watch gameplay video

Defense game, created in a team of two

Game design by Kuba Pałyska. Programmed the game in ActionScript3 + Flixel framework. Drawn graphics and animations: sprites, backgrounds, menus, user interface. Aimed for a dark fantasy, old school look.


Company: 3DE VFX

In-house project

My duties included: rendering, lighting and shaders in Houdini (Mantra renderer). Procedural animation of light and mushrooms.

About me

You can contact me at oskar@oskarswierad.com, Twitter, LinkedIn..

I'm a fan of modern SF literature. I also enjoy books on other subjects - you can check my Goodreads. As for playing games, I'm more on the indie side.

I run Tech Art Aid - advanced graphics tutorials and tools.