Personal info
| Bartek Sokolowski born: 3rd November 1975 in Opole Lubelskie, Poland
Warsaw, Poland |
| Bartek Sokolowski born: 3rd November 1975 in Opole Lubelskie, Poland
Warsaw, Poland |
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09.90 -
06.95
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5-year Technical School of
Electronic Engineering in
Lubartow, Poland. Graduated with distinction for the seminar paper |
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09.95
-
11.96
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Technical
University of Lublin Technical Education in the Faculty of Management and Technical Basis [discontinued] |
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03.02
- ??
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Polish
Open
University BBA Business Information Systems [in progress] |
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02.93 - 01.95 |
Bakery - Lubartow (commission contract) | ||||||||||||||||||||
| Local bakery
administrative tool with a few upgrades. Turbo Pascal |
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10.94 - 02.95 |
Technical School of Electronic Engineering- Lubartow | ||||||||||||||||||||
| Multimedia CD Guide to
Vocational Schools in Lubartow. "A" grade from the defence of the
seminar paper. Visual C++, Visual Basic |
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01.96 - 03.97 |
Begin - Lublin (full-time employment) | ||||||||||||||||||||
| Computer service
technician and a programmer of a multimedia application "Cars of the
World" Visual C ++ , Delphi |
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04.97 - 04.98 |
Longsoft Multimedia - Wroclaw (full-time employment). | ||||||||||||||||||||
| Lead programmer of the
"Puzzles of Leo the Lion" computer game. Work in the team of 10 people
(2 programmers).
Product published by Optimus Pascal. Visual C++, DirectX
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05.98 - 09.99 |
Metropolis Software House - Warszawa (full-time employment) | ||||||||||||||||||||
| Reflux/Robo
Rumble translation tool programmer. Visual C++ , MFC, Source Safe
Gorky17/Odium computer game programmer. Work in a team of 15 people (4 programmers). The product occured to be quite successful and was sold all over the world (Interplay, Topware). Visual C++ , DirectX, Source Safe
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10.99 - 02.00 |
Rebelmind - Warszawa/ Internet (commission contract) | ||||||||||||||||||||
| The
creation of the basis of the engine for multimedia programs. It was
used in the production of Timothy
published by IPS (present Cenega). Cooperation via the Internet. Visual C++, Lua, DirectX
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07.00 - 08.02 |
Mirage Interactive - Warszawa/ Internet (commission contract) | ||||||||||||||||||||
Lead
programmer of RPG-production system used in the creation of Another
War published all over the world by Cenega and Take2
Germany.
Support in the
production of Weird
War, based on the AW architecture. Development of the engine
and the editor. Cooperation with a team of 10
people via the Internetu.
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11.99 - 06.02 |
SPIN JSC (Prokom capital group) - Warszawa (full-time employment) | ||||||||||||||||||||
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11.99-12.00 - Aplication programmer in the Health Service department . My task was to research into and introduce new technologies, and to optimize and eliminate hardware-software conflicts of Solmed applications. I have designed network installation system, that exercised full control over automatic updates and stability of the program.Using the native compiler ILE C/C++, I have created a few utility-statistical applications directly for IBM AS/400 mainframes. I have also written a DB2 database driver for Solmed applications, based on Active Objects/400 libraries. Visual C++, ILE C/C++, SQLC, Lua, Visual Basic, VBScript
01.01-06.02 - Independent system engineer in Research and Development Department I performed the analysis of .NET technology, that was being introduced into market, for the decision-making sector. After 6 years the document has no particular value, that is why I decided that I may publish it in the InternetNot to mention the fact that when I have read it recently, I have realized that I misunderstood some of the slogans and ideas behind it. So I think I should write it again from the very beginning. :) "Analysis of the .NET technology with regard to creating 3-layer applications" (in Polish) I was working at the solutions relying on Microsoft.Net technology for effective creation of modern business applications based on thin client. Visual Studio.Net, C#, ASP.Net, WebServices, ADO.Net, SQL 01.05-07.05 - Subadvisor (remote job) I have prepared the solution and the documentation for
converting large
documents circulation management applications (WDF) from Winforms.Net
technology to ASP.NET. In order not to start from scratch I have used Janus Web Grid and Telerik bundle.
----------------------------------------------------------------------------------- In June 2002, my friends that I worked with before decided to set up their own company. They gathered a team of extraordinary people, found the source of financial support and asked me to join them. It was a really hard decision to leave SPIN, for I truly enjoyed working there. Nevertheless I felt, that if I did not stake everything on one card, I would regret it till the end of my life. The only think I could do was to say 'goodbye' to SPIN and return to the old gaming ground. |
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07.02 - ??.?? |
People Can Fly - Warszawa (full-time employment) | ||||||||||||||||||||
| 07.02
- 05.06
Lead programmer of all the parts of Painkiller I was responsible for the logical side of the game (objects and world management, script and templates system, single player and hi-level multiplayer modes, weapons) as well as of some of the technical aspects of it (file system, network RPC, memory manager, data caching, stability safe-tests, and general optimization). I have also created the editor, which was used to assemble the whole game. The game was published all over the world by Dreamcatcher Interactive. Work in the team of 18 people (5 programmers) Visual Studio.Net, C++, LUA, MFC, XTreme Toolkit, DirectX, Source Safe ![]() Game editor Painkiller
Painkiller
- Battle Out Of Hell
Painkiller
- Black Edition / Gold Edition
Painkiller - Hell Wars (XBOX) It was a hard nut to crack to convert a game, which occupied 350MB of RAM and had additional 64-128MB to use on video card into XBOX platform, which has only 64MB of overall memory (for system, code and graphics) and Pentium III 733Mhz CPU. It was also quite a challenge to adapt the game-style to the console standards, and to go through the complex Microsoft certification procedure (TCRs). Review on GameSpot.
Cyberathlete Professional League
- World Tour In 2005 Painkiller was selected as main game of CPL professional gamers league. There were 10 tournaments held all over the world with the total prize value of $1 mln (Turkey, Spain, Brasil, Sweden, USA, England, Singapore, Italy, China). The finals took place on Times Square, New York (Nokia Theater), and were broadcasted live by MTV channel. They were won by Fatal1ty, who raked in $231,000. The second place was taken by Vo0, who scooped the greatest overall prize in the whole event - $232,000.It is a great feeling when you realize that 2 people get almost $500,000 playing the game, you spent a great deal of time on.
Painkiller has achieved a worldwide success. It has been awarded as the game of the month and the year by many prestigious magazines and game portals. It even found itself in the first ten of best-selling games among the United States in April 2004. Working on every part of the game was great experience. We have assembled a group of old gaming troupers. Everyone was doing his best, and the unforgettable atmosphere in the office contributed to the commercial success. After the project had been finished, many people decided to see the world. One of my best friends, a programmer Bartek Sekura, landed in Tokyo :) 05.06 - ??.?? Gameplay lead programmer New Project (Untitled) After the success of Painkiller came the time for a bigger and more ambitous project. The number of people in People Can Fly expanded from 18 to 50. The team of programmers has grown to 12 people and we have divided ourselves into 2 sections: technological and a gameplay one. XBOX 360 and PS3 have been chosen as the target platforms. I have taken the command of the gameplay section and I have decided to cope with a subject that was completely new to me - Artificial Intelligence. I had surfed the Internet, read a few books on the subject, and I decided to choose the approach of Jeff Orkina presented in the publication 3 States & a Plan. His idea is based on simple actions, through which we can achieve goals. Each action has its execution cost, so with the help of algorithm A* it is possible to search through the tree of possible aims and choose the most appropriate reaction. This concept together with smartobjects and group behavior seemed most suitable for our project.I have implemented this approach in LUA script language, as its quite a high level of abstraction allows for flexible prototyping.
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| 09.06 - 11.06 | Smart Progs - Warszawa (free-time research project) | ||||||||||||||||||||
In the summer 2006 I changed my old mobile to a smartphone SPV C600 with Windows Mobile5.0. Hardly had I turned it on, when it turned out how cumbersome it is as far as everyday functions such as calling, SMS, calendar, alarms and simple notes are concerned. Microsoft proved far from being good at ergonomics. However, I could not accept it, so I decided to do something with it for my own conveniece. I began to write an overlay integrating with the system, which could make the phone handling easier. I have created a brand new module to operate SMS, alarms (alarm clock, stopwatch, important dates), notes, a configurable start menu (windows-alike), task manager to control the running applications (Windows Mobile does not let you to close them), encoded portal to keep PINs and internet passwords, and a couple of other useful functions. Recently, I have frozen the features, and I am putting the finishing touches to functionality. The final version is to be published towards the end of March 2007. Visual Studio 2005 C++, mapi, tapi, rapi, sapi, poom, blowfish, device emulator
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| 01.07 - 12.07 | People Can Fly / Epic Games- Warszawa (etat) | ||||||||||||||||||||
Po przejęciu PCFu przez ikonę świata game-devowego Epic Games pracowaliśmy całym zespołem nad portem świetnej gry Gears of War z konsoli XBOX 360 na komputery PC. Oprócz poprawienia dziesiątek błedów, implemenotwania usługi LIVE for Windows, rozwoju edytora UnrealED zaprojektowałem też zaawansowany system do zarządzania oraz dystrybucji buildów testowych.
To było bardzo ciekawe doświadcznie pozwalające zapoznać się z amerykańskim modelem produkcyjnym, zarządzaniem błędami oraz kolejnymi etapami prowadzącymi do ukończenia projektu. Odszedłem z PCF'u w momencie rozpoczęcia prac nad grą Bulletstorm. Brałem jeszcze udział w przygotowaniu dem na podstawie, których podpisany został kontrakt z jedym z największych światowych wydawców - Electronic Arts. ![]() Jednak po pięciu i pół roku pracy w jednej firmie poczułem, że dla higieny psychicznej potrzebuje jakiejś odmiany. Visual Studio 2005 C++ / Live for Win/ C# / WCF/ Perforce / TestTrack |
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| 01.08 - 11.08 | CD Projekt Red- Warszawa (etat) | ||||||||||||||||||||
Principal Programmer Praca w zespole przygotowującym autorską technologię do produkcji Wiedźmina 2. Po sukcesie jakim był Wiedźmin I (przygotowany na zmodyfikowanej technologii firmy Bioware) zapadła decyzja, że firma powinna powinna posiadać własny silnik umożliwiającą tworzenie nowoczesnych gier. Został uformowany zespół specjalistów, w którego początkowym okresie miałem przyjemność pracować. ![]() Widząc jednak korporacyjne zmiany jakie następują w produkcji gier powoli dojrzewałem do decyzji o porzucenia pracy w biurze na rzecz pracy zdalnej. Dlatego gdy nadarzyła się taka okazja - skorzystałem. Visual Studio 2008 C++ /XBox360/Perforce/wxWidgets |
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| 12.08 - 08.10 | One2Tribe - Warszawa ( praca zdalna ) | ||||||||||||||||||||
Programista / Konsultant Pracowałem nad iphonową wersja przeglądarkowej gry Witcher Versus, która została wydana przez Chillingo. ![]() Programowałem także eksperymentalne prototypy różnych gier. Na podstawie jednego z nich udało się wygrać konkurs na projekt gry społecznościowej zorganizowany przez fundusz Nexon, w którym brało udział 114 deweloperów z 25 różnych państw i pozyskać kapitał w wysokości 1mln dolarów. Ale najciekawsze w tym wszystkim było to, że po 11 latach pracy za biurkiem zacząłem pracować zdalnie z domu. Po początkowych zachwytach nad niekontrolowanym czasem pracy szybko zorientowałem się jakie są wady tego podejścia ;) Dzień zamienił się z nocą, ja zamieniłem się w zombie, a czas pracy zamiast maleć zaczął dziwnie wypełniać cały dzień. Na dodatek w godzinach rannych musiałem komunikować się z resztą zespołu, która pracowała w biurze i od czasu do czasu pokazać się w firmie. ;) Po jakimś pół roku zombifikacji zacząłem powoli orientować się o co w tym wszystkim chodzi i powoli wracać do świata żywych.Odkryłem pojęcie samoorganizacji, zarządzania czasem i harmonii ducha i ciała ;) Polecam każdemu takie doświadcznie. Visual Studio 2008 C++/Obj-C/XCode/SVN/wxWidgets/Cocoa/BaseCamp |
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| 09.10 - ??? | Nano Titans - Gdzieś na końcu świata (wlasna działalność ) | ||||||||||||||||||||
Programista / Designer Po 13 latach zawodowej pracy jako programista gier komputerowych dla najlepszych polskich firm. Zebrawszy wystarczająco dużo doświadczeń z designu, organizacji produkcji oraz programowania gier postanowiłem wziąć ster we własne ręce. Wraz ze wspólnikiem, grafikiem Przemkiem Brylem pracujemy nad naszą pierwszą grą: Goby to krnąbrny goblinek, który na swojej drodze spotyka byłego kaskadera filmów akcji z lat 80-tych - tajemniczego Chiefu. Zafascynowany swoim nowym guru postanawia pójść w jego ślady. Po wielu namowach Chiefu zgadza się trenować młodego adepta. Pewne zdziwienie może budzić tylko fakt, że treningi mają rozpocząć się na cmentarzu... ![]() W ciagu najbliższych dwóch lat konsekwentnie planujemy stworzyć całą serię różnych gier z tą dwójka bohaterów i wydać je na wszystkie możliwe platformy. Naszym marzeniem jest zbudowanie rozpoznawalnego IP w świecie mobilnej rozrywki. ![]() Visual Studio 2008 C++/Obj-C/XCode/SVN/wxWidgets/Cocoa/5PM |