π I'm Bartosz Rozmus β a Technical Artist, VFX Designer, and Level Designer with over 9 years of experience in real-time graphics and game development.
I specialize in creating smart, efficient systems β from real-time VFX and stylized/realistic shaders to modular environments and tools that speed up production.
π§ Engines & Focus:
β’ Unreal Engine (Niagara, custom shaders, post-process systems)
β’ Unity (VFX Graph, animation systems, tools)
β’ Cross-platform optimization (PC / VR / Mobile)
π₯ Notable Projects:
β’ Japanese Drift Master β complete modular VFX system (UE4/UE5): tire particles (asphalt, mud, grass, gravel), nitro, exhaust, stylized post-process
β’ Car Detailing Simulator (VR/PC) β art lead & level design, full VR optimization
β’ Train Yard Builder β art direction, asset dev, level design
β’ Lemuria: Lost in Space β level layout, puzzle systems, combat balancing, trailer
π§ Other experience:
β’ Tools for level designers (custom editor utilities)
β’ Architectural environments (YSLAB / Odea Park)
β’ CAD models used in real production
β’ AR apps & mobile VR (controller-free experiences)
I love building systems that perform well, look great, and make other devs' lives easier.
Let's create something amazing π
Worked on multiple Unity, UE4 and UE5 titles:
β Japanese Drift Master β VFX, shaders, post-processing, optimization, custom tools, water & terrain materials; integration with Ultra Dynamic Sky and Weather systems.
β Chains of Fury β level design and destructible environment mechanics for a 3D FPS Metroidvania.
β Buried in Ice β survival horror, full level layout and gameplay flow.
β Dinos Reborn β technical art consulting (VFX, shaders, performance support).
Lead artist and designer on:
β Car Detailing Simulator β contributed significantly to the visual direction, created key assets, optimized environments and systems for performance, and supported the VR port adaptation.
β Train Yard Builder β full ownership of art direction and environment design. Created modular assets, handled level design, world layout, and implemented gameplay mechanics using Unity URP and HDRP
Worked on a large-scale architectural visualization project based on real-world residential plans.
Responsible for accurately recreating the entire housing complex and surrounding environment using Unity Engine.
Tasks included terrain sculpting, building layout, asset integration, and environment composition. Delivered realistic spatial flow and atmosphere that surpassed standard map services in visual fidelity.
Gained extensive experience using GIT, collaborative remote workflows, and interpreting technical architectural documentation.
Worked across multiple areas combining 3D visualization, product presentation, and design.
β Created visualizations of client products using 3D models blended into real photography to support sales.
β Designed a functional augmented reality (AR) app for product visualization β surpassing commercial apps in quality and clarity.
β Built CAD-ready product models for use in visual materials and technical documentation.
β Produced animations for promotional use (e.g. LongRange 3000, Sales Automats).
β Designed a complete trade show booth for INTERALPIN β from concept sketches to visualization and material planning.
β Refreshed the UI of internal POS software by redesigning all icons in a modern style.
Created visual content and levels for two different game genres on mobile and console platforms.
β Mech Rage (Nintendo Switch) β responsible for the full visual layer of the game and all level designs. Optimized assets and layouts for console performance.
β Dum Dum β designed the entire visual identity and UI of a 2D mobile arcade game.
Built ~50 unique levels with increasing difficulty and gameplay flow, balancing challenge and pacing.
Worked independently across art, design, and implementation.
Worked on two VR projects focused on driving simulation and sci-fi shooting, targeting Google Daydream and PC VR.
β Tri-State Ford VR β designed and built the full driving level environment for a Ford-branded experience.
Optimized scenes for performance on the Google Daydream platform. Coordinated with the 3D artist and integrated assets into the gameplay flow.
β Starship Survivor VR β developed modular, procedurally generated sci-fi environments for a VR shooter.
Implemented random room layouts, combat zones, and traversal elements in VR-compatible spaces.
Gained experience with mobile VR limitations, Git-based workflow, and performance-oriented level design.
Designed ~80% of game levels and environments for Lemuria: Lost in Space (PC).
Created logic-based puzzles, placed enemies, and handled full level flow and gameplay structure.
Also produced the official trailer and contributed to overall game direction and presentation.
Supported production of several high-traffic mobile games, reaching over 10 million downloads.
β Dog Simulator, Pig Simulator β created optimized 3D models and props for mobile platforms.
β Cat Simulator β created 3D assets and designed two playable levels.
β Hot Trigger β assisted with scene setup in Unity: placed assets, adjusted colliders, tested interactions and spatial flow.
Developed strong foundations in Unity-based level editing and mobile optimization workflows.