Oskar Świerad

Technical artist for games

Resume (.pdf) Tech Art Aid tutorials

Work experience

Engines

Unreal Engine

Unity

In-house engines

Tools

Houdini, Blender

Substance Painter

Substance Designer

Languages

Python

HLSL

C++

Platforms

PC, Playstation, Xbox

Nintendo DS, 3DS

Oculus VR

Resume

  • CD Projekt RED – Staff Engineer, Tech Art

    The Witcher IV (UE5)

    Keeping an oversight on the Tech Art discipline in terms of quality, technical direction.

    Contributed as an UE5 expert in code, shaders, systems.

    Coordinated the design, architecture, then became the programmer of TW4's real time multilayered material, tailored for rich open worlds.

    Trained Tech Art & VFX in graphics optimization, peformance measurements.

    Maintained strong ties with Epic Games. Directly collaborated on code, in-person meetings, roadmaps – as a developer and a product owner. Regularly participated in Unreal Fest & GDC.

  • CD Projekt RED – Engineering Manager, Tech Art

    Cyberpunk 2077: Phantom Liberty | The Witcher IV (UE5)

    Manager of 10 technical artists.

    Product Owner of a cross-disciplinary agile team.

    We're responsible for texturing workflows, master shaders, post FX, for AAA open-world games.

  • CD Projekt RED – Senior Technical Artist

    Cyberpunk 2077 (PC, Playstation, Xbox)

    Helped develop a proprietary, multilayered texturing system based on Substance. Programmed tools for material library management.

    Designed and implemented vehicle destruction pipeline.

    Prepared shaders for environment art, gameplay-driven effects.

    Implemented procedural, point cloud-based VFX, e.g. all braindance mode visuals.

    Optimized & debugged shaders in PIX.

  • Tate Multimedia – Environment Artist

    Steel Rats (PC, Playstation, Xbox)

    Designed and modelled modular environment sets.

    Created procedural textures in Substance Designer.

    Technical art duties, optimization, shaders.

  • 3DE – Houdini Render Artist

    Created and rendered environments in Houdini.

    Developed shaders, procedural generation solutions.

    Programmed standalone tools in Python.

  • Tomorrow – Senior 3D Artist

    Lead a team of 4 artists on Oculus VR projects.

    Designed, modelled and textured PBR environments.

    Programmed shaders in HLSL.

  • QubicGames – Environment Artist, Lead LD

    Worked on level art, design and lighting.

    Programmed a level design toolkit (Blender plugin).

    Helped to optimise for handhelds.

    Shipped 6 console games in total.