Vulkan hello world

I’m grinning now like this skull 🙂 After typing in insane amount of Vulkan boilerplate code here it is… Some peaople like boxes / triangles / quads, I like skulls. It will be prettier after I add normal mapping and lights. Model by Martín Jario.


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BadMood Doom Atari Falcon030 port

Here is another project I was working on, to bridge the gap from February 2013 until now. I’ve developed midi replay library for Atari 16/32 bit line of computers for some long time (as one of many side projects), somewhere around 2014 Doug Little (DML) revived his interest in BadMood engine, showed some updated versions and opened official site. There were vacancies in music departament, so I’ve contacted him about adding MIDI music support. There were ports of Doom before on Atari, but midi music was often neglected, so it was great opportunity to change the matter of things.



Borderlands Bootloader

Little late, but who cares? This is my first small project that I’ve made for Playstation 4 with Mikolaj Radwan for Borderlands Handsome Collection over a year ago (officially released in March, 2015). Small menu for selecting two games: Borderlands 2 and Borderlands: Prequel. It was developed for XOne too, but it was cancelled in mid-development.
Everything was made with small, custom made framework (c++, no flash really ;)).

Here is video recording from real hardware (@30fps) and crippled by YouTube:

programming: Pawel Goralski / Mikolaj Radwan
layout / graphics: Gearbox Software / Pawel Goralski

Project was small and cool, my only regret is that I could make more animations / details in the background and make animation more smoother.


DmC : Devil May Cry I know It’s quite late, but 25.01.2013 there was official launch of my first AAA game porting project – DmC: Devil May Cry. It was in the works since march 2012 (I was there since the beginning) and it was developed in parallel with UK based Ninja Theory studio. The project has ended, so I finally I can catch my breath and write some words about it.



Console Wars PC port postmortem

Some time ago, at job interview I was given a task of porting “PliyySattano 2” game to PC/Windows. It was pretty cool thing to do from pure technical point of view, although it wasn’t my type of game.
I’ve received PS2 binary which worked atop of PC emulation layer (“PS2 player” or “reference application” as you can call it), all the PS2 source code (in unknown state, for me at last) ,  alot of assets and other weird things . The goal was to compile it somehow, put everything together, make display preferably on DirectX, add sound (optionally) and incorporate motion blur effect (also optionally).
I had to estimate how long it will take too. I had no clue, so the first bet was one week, which was suggested during the interview.  Finally, I’ve made an agreement that I will tell after a week how it goes and tell if I need some more time. But making it for more than two weeks was no-go.
Of course I couldn’t say, just before deadline, that I cannot send the final binary, because dog has eaten my floppy too  ;).