Hello there.

I’m Daniel, a game developer specializing in graphics programming and a math enthusiast who transforms complex equations into immersive virtual worlds. I focus on innovative rendering techniques that push the boundaries of real-time graphics, while ensuring high performance. As a team-oriented programmer, I thrive on solving challenging problems, exploring new shader techniques, and constantly expanding my knowledge—while also sharing it with others. I bring expertise in developing not only for PC, but also for mobile platforms and gaming consoles, such as PlayStation and Xbox, adapting my work to meet the specific demands of each platform.

Below, you’ll find a selection of the game titles I’ve worked on throughout my career. Currently, I’m focused on an unannounced project; however, if you have any questions or are interested in collaborating, feel free to reach out. Thank you for visiting!

professional projects

Kingdom Come: Deliverance II

Warhorse Studios

Rendering

  • Fidelity Mode and Performance Mode for consoles
  • Depth pre-pass for improved rendering efficiency
  • Refraction in transparent pass
  • Motion blur based on implementation in Call of Duty: Advanced Warfare
  • PlayStation Spectral Super Resolution (PSSR) on PS5 Pro
  • Delta Color Compression (DCC) for consoles
  • VGPR allocation and GPU occupancy optimization
  • Support for Variable Refresh Rate (VRR)
  • Platform-wide graphics specifications and settings
  • Various modifications in the rendering pipeline, including vegetation, shadows, lighting, and tiled shading, to enhance visual quality while maintaining performance
  • Debugging and fixing numerous graphical glitches and rendering issues

Engine

  • Parallel recording of command lists
  • Complete particle system rework with multithreaded updates, view frustum culling, and occlusion culling
  • Borderless window mode implementation
Transport Tycoon Empire

Transport Tycoon Empire

Alda Games

Rendering

  • Rendering pass for urban environments with custom shaders and efficient mesh batching
  • System capable of rendering hundreds of dynamic UI elements, including 2D graphics and fonts, while maintaining responsiveness and clarity
  • Lens flare post-process effect to enhance visual fidelity
  • Optimizing GPU performance for mobile devices

Engine

  • Curve editor and path tools for Unity Engine
  • Advanced traffic system using custom curves, supporting complex infrastructure elements such as semaphores, level crossings, bridges, highways, and airports
  • AI for realistic traffic behavior, including route planning and dynamic traffic simulation optimized for mobile devices
  • Collision detection and physics system for a wide range of vehicles, including cars, trucks, trains, ships, planes, and helicopters
  • Designing the overall game architecture to ensure a scalable, modular, and maintainable codebase

Gameplay

  • Implementing intuitive road and building construction tools, allowing players to shape their cities with ease
  • City economy with dynamic building area effects that influence gameplay and city building strategy
  • Camera movement system, ensuring smooth controls and navigation
  • Creating an engaging crate-opening system as the core monetization mechanic
Zombero

Zombero

Alda Games

Rendering

  • Bloom post-process implemented using dual filtering based on Kawase blur to maximize bandwidth efficiency

Engine

  • AI for enemies and bosses, utilizing state machines to bring dynamic and responsive behavior
  • Leaderboards with server communication to track player performance and enhance competitive play

Gameplay

  • Implementing a variety of player weapons, special abilities, and gameplay components, including airdrops, boomerangs, traps, and rockets
  • Multiple game modes and challenges, adding variety and engagement to the gameplay experience

personal projects

Real-time Snow Deformation

Real-time Snow Deformation

Terrain rendering using Compute Shaders

I have proposed a scalable real-time snow deformation technique implemented on the GPU using compute shaders and hardware tessellation. It is based on the approach used in Horizon Zero Dawn: The Frozen Wilds. The method was further improved by incorporating snow elevation along the deformation edges.

The algorithm captures snow-affecting objects into a depth buffer using an orthographic frustum positioned below the player. The rendered depth is then used to determine if the deformation should be applied. The deformation heightmap is accumulated in a persistent ping-pong buffer. The algorithm remaps the heightmap using a cubic function and filters the height using a separable Gaussian blur filter. The required texels are fetched into LDS using gather instructions, which gets the four texels that would be used for hardware bilinear interpolation. Finally, the normals are computed using the finite difference method based on the deformation heightmap.

The technique has a sliding window that moves the deformation heightmap with the player anywhere in the world, which allows this technique to be used in a massive open-world game.

2D Pixel Platformer

2D Pixel Platformer

Programming in Unity Engine

Prepare to enter a perilous world hidden in a forgotten dimension. Armed with a sword, a bow, and your gamepad—can you survive?

This game is inspired by Heart of Darkness (PS1), developed by Amazing Studios. Together with my colleague Klára, I worked on bringing this world to life. My primary focus was on artificial intelligence and graph algorithms, designing challenging enemies that pushed the gameplay to a whole new level. In addition, I created enemy animations and designed environments that shaped the game’s levels.

Rendering of Biomolecular Datasets

Rendering of Biomolecular Datasets

Real-time Visualization

This was a university project focused on the real-time visualization of biomolecular datasets using deferred shading and outline rendering techniques. I implemented a variant of Metaball rendering technique, which filters the normals of the cells. The filtered result is then used for lighting calculations. Finally, the cell membrane is rendered using a semi-transparent pass with Fresnel effect. The application was developed using C++ and OpenGL.

Photogrammetry Pipeline

Photogrammetry Pipeline

Creating materials and assets for games

During my studies at Czech Technical University in Prague, teams from Center for Machine Perception developed state-of-the-art algorithms for the reconstruction of 3D objects from images. The method involves comparing multiple images taken from different angles to estimate the object’s coordinates in 3D space. These techniques were also used in games such as Far Cry 5 and Star Wars: Battlefront to create realistic environments.

Building on their results and my own experiments, I developed a photogrammetry pipeline for creating game-ready PBR assets. This pipeline consists of several steps, focusing on data cleaning, efficient parameterization with proper UV density, and optimization. Below, you can find a sample of the results I achieved.

AK-47

AK-47

Game-ready PBR asset

It’s possible to define a function that describes the reflectance properties of a surface, but programming is only one aspect of the process. In my spare time, I also worked as a technical artist to gain a deeper understanding of how the art department operates. One of the assets I created is an AK-47 with a physically based material. I used 3ds Max for low-poly modeling, high-poly modeling, and 2D unwrapping. The textures were created using Photoshop and Substance Painter.

contact me

Do you want to know more or discuss a potential collaboration? I’m currently based in the Czech Republic (UTC+1). Feel free to reach out via the email provided below. I’ll do my best to respond within a day.