Michał Domański Curriculum Vitae / Portfolio

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Michał Domański Curriculum Vitae / Portfolio Michał Domański Curriculum Vitae / Portfolio date of birth: 09-03-1986 e-mail: [email protected] address: ul. Kabacki Dukt 8/141 tel. +48 608 629 046 02-798 Warsaw Skype: rein4ce Poland I am fascinated by the world of science, programming, I love experimenting with the latest technologies, I have a great interest in virtual reality, robotics and military. Most of all I value the pursuit of professionalism, continuous education and expanding one's skill set. Education 2009 - till now Polish Japanese Institute of Information Technology Computer Science - undergraduate studies, currently 4th semester 2004 - 2009 Cracow University of Technology Master of Science in Architecture and Urbanism - graduated 2000 - 2004 Romuald Traugutt High School in Częstochowa mathematics, physics, computer-science profile Skills Advanced level Average level Software C++ (10 years), MFC Java, J2ME Windows 98, XP, Windows 7 C# .NET 3.5 (3 years) DirectX, MDX SketchUP OpenGL BASCOM AutoCAD Actionscript/Flex MS SQL, Oracle Visual Studio 2008, MSVC 6.0 WPF Eclipse HTML/CSS Flex Builder Photoshop CS2 Addtional skills: Good understanding of design patterns and ability to work with complex projects Strong problem solving skills Excellent work organisation and teamwork coordination Eagerness to learn any new technology Languages: Polish, English (proficiency), German (basic) Ever since I can remember my interests lied in computers. Through many years of self-education and studying many projects I have gained insight and experience in designing and programming professional level software. I did an extensive research in the game programming domain, analyzing game engines such as Quake, Half-Life and Source Engine, through which I have learned how to structure and develop efficient systems while implementing best industry-standard practices. I used that knowledge while writing my own games and while working on commercial projects. Hobbies and Interests Virtual reality, Programming computer games, Science, Airsoft, Modern history, Science fiction & Futurism Work Experience 2007 - 2009 Advertising agency Supremum Group designing and modeling virtual cities inside virtual realm of Second Life, programming, managing small team of designers and programmers 2008 - 2009 A-PLAN Architecture Studio 2009 - till now KŁOS - Modern Banking Technologies writing software for multipurpose banking equipment and banking systems Additionally I did many projects, both architectural and computer-related, concerning computer art, web- design, engineering and programming. Commercial Projects Multipurpose Pay Machine One of the projects I did for the KŁOS company was designing and writing software for a newly developed multipurpose machine for banks, city hall and other clients, that allowed to make payments for many different services in various ways, depending on customer. The project involved creating software for the machine itself plus the remote monitoring and client- and service- management applications, supervising machines from whole country. The machine used many different components: Coin, banknote and credit card payment systems, 1D and 2D barcode and Finger Vein scanners used for identification, Proximity Card sensors, printers and other mechanisms. Technologies used in this project: C# .NET 2.0/3.5, C++, WebService, MS SQL, WPF, TCP/IP, UDP I also worked on other devices for banking uses, that involved chipset programming in BASCOM, creating Windows NT applications complying with security regulations, remote reprogramming etc. Second Poland Project While working in Supremum agency during architecture studies I had an opportunity to participate in the original project of recreating polish cities inside the virtual world of Second Life. As a technical manager of the project, I did computer models of old city centers of renowned polish cities like Cracow, Poznan, Wroclaw and Katowice along with programming them (LSL language), using the interactive potential of the Second Life, complete with external applications that allowed managing the cities. The main idea of the project was to allow users from all over the world to visit and learn about polish legacy and culture, participate in the rich cultural life those cities hold thanks to cross-reality events and also to introduce many companies to the virtual reality. Within the virtual cities, real world companies could rent virtual buildings, where they offered their real-life services, for example banks, travel agencies, universities that could present lectures to students or linguistic courses. We also organized countless events like political debates, artistic or architectural workshops and charity and commercial concerts, coupled with the real concerts that took place in the real cities at the same time. Later in the project I took the role of managing a team consisting of designers and programmers. Other Projects Texture Editor One of my recent projects was a simple, intuitive texture editor for low-polygon models, that allowed painting and adjusting textures directly on the model. The purpose of this tool was to ease the way models for simple 3d games are being created. A textured model could be exported at any time, with all the textures automatically compiled into one composite image. C#, OpenTK Game programming Inspired by the game Inifiminer I decided to create my own experimental engine, that allowed building in realtime a dynamic three dimensional world out of blocks. Main challenge in this project was assuring smooth framerate and minimal memory usage for very large environments with different complexity levels and also an efficient collision system that could handle various block types. One variation of this project was a space shooting game, where I explored the idea of asteroid carving and base construction. Technologies used: C#, C++, OpenGL, Enet lib, Lidgren lib, UDP More recent game I was working on was the multiplayer side-scrolling game, where I put main focus on technical aspects of fluent gameplay in high-latency conditions. The game implements: 2D physics engine, based on Box2D library and custom collision system advanced netcode with prediction and lag-compensation techniques stress and bandwidth profiler for sections of code input console with variables and functions simple particle effects, 2D skeletal animation system etc. separate level editor, using geometry editing through .NET Topology Suite Actionscript 3D / Flex I see a lot of potential in three dimensional World Wide Web. I wanted to check what are the current limitations of 3d rendering inside web-browsers and because out of available platforms Adobe Flash has proven to be the most robust and efficient, I did a few tech demos using libraries Papervision3D and Away3D. To mention a few, I wrote a Half-Life model viewer and a simple spaceship simulator, which utilizes such techniques as normal-mapped sprites, deferred lighting calculations or Sun setting behind scene objects. .
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