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Table of Contents

Work Experience
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  1. Shader Artist

    Jul 2026

    Frontier Developments

    HLSL, Lua, Python, C++

    Collaborating closely with artists and rendering programmers to develop pragmatic and visually stunning real-time effects in games.

    Day-to-day responsibilities include contributing to and maintaining shader libraries, identifying and optimizing shader performance issues, optimizing texture formats based on content usage, and ensuring content teams have the tools and workflows they need to complete assets efficiently. This also includes auditing and improving effect workflows to ensure they remain practical and performant.
  2. Volunteer Programmer

    Apr 2026 - Jul 2026

    Towarzystwo Twórców Symulatorów Kolejowych

    HLSL, C#, Unity

    Working independently and with other volunteer developers on delivering game features, mechanics, interaction loops, and animations as part of a large community driven multiplayer project called Train Driver 2.

    Leading implementation of visual effects, shaders, and technical art to improve the visual fidelity of the game with the aim to achieve photo-realistic visuals utilizing physically based materials.
  3. Game Developer

    Mar 2022 - Dec 2025

    Switch Studios (Games Global)

    TypeScript, GLSL, NodeJS, PixiJS

    Primarily a front-end client development, but also crafted various in-house tools to streamline and improve the development pipeline, for a fast-paced studio.

    Worked closely with designers, and artists to turn game concepts into playable and exciting experiences, for players across the globe. Constantly pushed forward the studio capabilities in technical art, in order to deliver smaller and more performant web-based mobile titles.

Projects
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  1. Shader Vault

    Daniel Pokladek - Open Source (MIT)

    GLSL, HLSL, ShaderGraph

    A collection of shaders I've worked on, spanning focused techniques like stencil shaders to fully realized effects, including my remake of the portal from Spyro: Reignited Trilogy.

    See on GitHub!
  2. PixiJS Particle System

    Daniel Pokladek - Open Source (MIT)

    PixiJS, TypeScript, Vite

    A modern, flexible particle system for PixiJS - a spiritual successor to the original particle emitter, but rebuilt with a clean TypeScript-first architecture and more expressive API.

    This project is open-sourced under the MIT License, allowing collaboration from the community to make the library a better tool for everyone.

  3. Personal Website

    < You're here

    Daniel Pokladek - Open Source

    Hugo, Markdown, Shell, GitHub Actions

    You're here! The website is built using Hugo library and Blowfish theme, and utilizes GitHub pages as the hosting provider, with automated deployment workflow.

Education
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  1. Computer Games Programming

    BSc with Honours

    University of Suffolk

    C++, Cg/HLSL, SDL, C#

    Computer Games Programming course focused on object-orientated programming (OOP), computer software development, and computer graphics.

    Dissertation was focused on using shaders to enhance visual fidelity of games using Cg/HLSL languages.

    We used C++ when studying computer graphics to create a simple renderer using SDL framework, additionally we have also learned how to import and parse 3D Wavefront OBJ files. Each module was completed under a strict deadline either solo or as a team of 2-4 members.

    We have worked with C# programming language to create game prototypes using Unity game engine, whilst also creating terminal based applications using Visual Studio.