Shaders • Tools • Rendering

Maciej "Matheas" Sojka

Technical Artist

With passion for rendering and real-time graphics

Selected Work

Projects

Time-Based Building System
Professional
Time-Based Building System logo

Time-Based Building System

View project →

Ghost Keeper Pipeline
Professional
Ghost Keeper Pipeline logo

Ghost Keeper Pipeline

Deep Engine
Personal

Deep Engine

Experience

Work history

Professional experience focused on technical art, rendering workflows, tools, pipelines and art direction.

Blum Entertainment

Blum Entertainment

07.2020 — 04.2026 • 5 years 10 months

Technical Art Graphics Performance Tools Pipeline Art Direction Team Management

Technical Artist | Art Director

07.2024 — 04.2026 • 4 years 10 months

Projects:

Technical Artist:

- Master Shaders (characters, Enviro) - Engine Tools for graphics - Custom Passes C# + HLSL (Fog of war, x-ray with factions, outline, custom fog) - Compute shaders (Fog of war) - Tools in houdini (Terrain generation, buildings builded in time) - Pipeline for graphics - Game Profiling (Nsight, Render Doc, Unity profiler) - Optimizing Scenes - Problem solving - Bridge between Art and programming - Setting post processing and lights

Art Director:

- Art Directing - Trailer Directing (Knighty, Gimle, Crown of Greed, Builders of greece, Ghost keeper) - Level Art - Team Management

Art Director

03.2021 — 07.2021 • 4 months

Art Lead

10.2020 — 03.2021 • 5 months

Concept Artist

07.2020 — 10.2020 • 3 months

Maciej Sojka

About me

Technical Artist focused on shaders, rendering and graphics optimization.

I’m a Technical Artist focused on real-time rendering, shaders, optimization, and graphics workflows for game development.

My background combines technical art, production experience, and graphics-oriented problem solving across tools, pipelines, and rendering systems. I enjoy improving visual quality while keeping workflows efficient, scalable, and production-friendly.

I’m especially interested in materials, rendering techniques, procedural workflows, graphics optimization, and modern real-time pipelines.

Software

Unreal Unreal
Unity Unity
Houdini Houdini
Blender Blender
Maya Maya
Substance Substance

Programming

C# C#
C++ C++
Python Python
HLSL HLSL
Slang Slang
Vulkan Vulkan

Skills

Tool Development Tool Development
Performance Optimization Performance Optimization
GPU Profiling GPU Profiling
Shader Development Shader Development
Compute Shaders Compute Shaders
Custom Render Passes Custom Render Passes
Procedural Systems Procedural Systems
Pipeline Creation Pipeline Creation
Team Management Team Management
Cross-Discipline Collaboration Cross-Discipline Collaboration
Workflow Optimization Workflow Optimization
Technical Problem Solving Technical Problem Solving

Contact

Passionate about rendering, shaders and real-time graphics.

I enjoy building visual systems, improving workflows, and solving graphics-related challenges for game development.

Open to new opportunities and collaborations.