Deep Spark
A compact notebook for engine design, GPU/CPU/memory profiling, PBR, ray tracing, and practical performance work.
What I Write About#
Rendering Engine Design
APIs, modular architecture, maintainability, and pragmatic release strategies.
Engine Systems & Trade-offs
High-performance game systems and real-time application architecture.
GPU-Aware Performance
Memory layout, bandwidth vs compute trade-offs, batching, and caching.
PBR & Light Transport
Useful patterns for physically based rendering, sampling, and denoising.
Ray Tracing Pipelines
Getting quality where it matters without breaking the frame budget.
Profiling & Shader Tuning
Small tooling that makes performance work repeatable and measurable.
About the Author#
Experience#
CD PROJEKT RED
Current
Rendering Engineer
Driving lighting technology improvements. The work is hands-on and investigative โ prototype a change, measure it on hardware, trace what the GPU, CPU, memory is actually doing, and ship what moves the needle.
Techland
Rendering | Technical Artist
Worked across the full rasterization pipeline โ GBuffer generation, lighting, and post-processing โ while scaling the renderer to ship on everything from handhelds to high-end PC. Began as a Technical Artist, which built a lasting focus on artist-facing tools, visual debugging, and workflows that keep content creators unblocked.
The Farm 51
Technical Artist
Built procedural shader systems for environmental effects โ forest fire, stormy ocean, wind-driven foliage โ alongside a landscape production pipeline and general-purpose shader library. Owned R&D for simulation systems and drove performance optimization across the board.
Disclaimer: All content on this site reflects my personal opinions and experiences only. Nothing here represents the views, positions, or endorsements of any company I currently work for or have previously worked for.
