About
I am a visual artist with strong technical, programming and problem solving skills. I love computer graphics and have been interested in both art and technology since my early teenage years. That’s when I picked up programming in assembly language to write visual effects and games on 8-bit Atari. When Amiga came around (which was early 1990’s in Poland) I started crafting pixel art. And it went from there…
Today, I have over 20 years of exprience in animation and software development. I worked on many projects across multiple disciplines and I hold PhD degree in fine arts since 2019 (interactive animation).
I worked at acclaimed studios such as Passion Pictures, Light VFX, NoGhost, Nexus Studios, Not To Scale, Axis Animation, and Platige Image. I went through pretty much all stages of CG production but in the end I settled on concept art and background/matte paintings.
I was lucky enough to have a part in many high-profile and award winning animation projects including an Oscar winning short film The Boy, the Mole, the Fox and the Horse (NonMore, Bad Robot Productions, 2022), BAFTA winner Fallen Art (Platige Image, 2004) or Gorillaz music videos (2005-2006). My personal art project, interactive animation DOG OF ZONE was accepted to SIGGRAPH 2020 Art Gallery program.
In the field of software development I worked as R&D engineer for Foundry, one of leading companies developing tools for VFX and design industries. We were developing KANOVA - hybrid desktop/VR sculpting application (2017-2018). The project was sadly cancelled at the alpha stage, but it was a very important point in my career as it turned my attention to VR and initiated my love for that medium.
I was also pipeline TD for Light VFX working on UI design and development of user facing features for studio's in-house software suite (2022-2023).
When I was working on my master degree project - a short film REF (2004) I found out that I was limited by the rigging and animation toolset of the software I used at the time (which was Lightwave) so I decided to write my own rigging tools. This spawned my obsession with rigging and animation workflows that led me to releasing a series of auto rigging plugins over past 20 years. First, I wrote extensions for Newtek’s Lightwave and then for Foundry’s MODO. My latest effort is Auto Character System, a fully modular and highly customisable auto rigger that is now integrated into MODO as a native rigging solution and will be available to every MODO user starting from MODO 17.1.
I always keep myself busy with personal projects. The biggest and longest going one is DOGS OF ZONE, my opus magnum which I’m probably most proud of. I’ve been developing DOGS OF ZONE on and off since 2009. It began from still graphics but it has been growing over the years and now it includes animation loops, interactive projection and recently also VR experience prototype. The project will likely morph into a computer game at some point as these days I’m most interested in interactive media, indie games and VR and I see my future there.
I decided to kick off my indie game developer journey a little bit by accident in 2022. I went into a full retro mode and started making Cosmic Hero 2 - a small puzzle/arcade sci-fi game and a sequel to Cosmic Hero that I originally made for 8-bit Atari back in 1993. We’re working on the game in a team of 3 childhood friends, same guys as on the first game, just 30 years older…
My main tools are Unity, MODO and Photoshop. I hope to add Unreal to the list soon. I usually write code in Python and C# but I can handle C++ and GLSL too.
My dream scenario is to use both my artistic and technical skills within a single project.
In an alternate life I would probably become musician, in this life I play guitar for pure fun.
I live with my wife and two sons in Bialystok, Poland.