Bartlomiej Waszak

Gameplay programmer for Ubisoft Quebec

Bartlomiej is currently a gameplay programmer at Ubisoft Quebec studio, where he worked on the award-winning game “Assassin’s Creed Syndicate”.
Previously he was a lead programmer for such games like a first-person shooter “Alien Rage” and a mobile title “I Must Run!” – one of the winners at Nokia Calling All Innovators.
He has also created world editor, physics and animation systems for indie engine called “Argon”.
Overall he has 14 years of professional experience and 15 games published on his track so far.
Bartlomiej was a speaker at Montreal International Game Summit 2016, Digital Dragons 2016 and presented his work at i3D Symposium 2015.

You can visit his personal websites at

http://bwaszak.com
http://www.linkedin.com/in/bartlomiejwaszak
http://twitter.com/bartwaszak

Talk One Description:

Master Class: “Math and Physics for Game Programmers.”

Math and physics are at the heart of video game programming.
Solid knowledge in this area gives you powerful tools to create an innovative game experience.
Join one of the top industry experts and take a deep dive into floating-point numbers, vectors, interpolation, matrices, quaternions, forward and inverse kinematics.
Plus, learn about physical quantities, simulation and position-based dynamics.
You will master your programming skills in solving practical exercises in Unity Engine.

Important Note:
To participate in exercises you need to bring your own laptop with Unity 5 installed on it.

Learning Objectives:
– In-depth knowledge of math and physics used in game programming.
– Better understanding through detailed analysis of several problems and solutions.
– Math and physics presented with practical examples in Unreal and Unity.
– Coding exercises with an assistance of the top industry expert.

Read More.

This master class (7 hours) will explain the details of the most frequently used math objects and physical quantities.
Topics will cover basic and advanced part of math and physics.
There will be a number of code examples presented using Unity and Unreal Engine.
We will discuss common problems and solutions.

Participants will have a chance to solve practical exercises in Unity Engine during the class.

Important Note:
To participate in exercises you need to bring your own laptop with Unity 5 installed on it.

A summary of the contents:
Part 1. “Floating-point numbers”. A general overview of the IEEE-754 standard. Good practices.
Part 2. “Vectors”. Distance, normalization. Scalar product. Vector projection. Cross product.
Part 3. “Interpolation”. Linear and spherical interpolation. Bezier curves.
Part 4. “Matrices”. A set of operations. Matrix as a transformation. Rotation matrix. Local and global space.
Part 5. “Quaternions”. A set of operations. Comparison with matrices. Rotation quaternions. 4D dot product.
Part 6. “Forward and inverse kinematics”. Skeletal animation. An example of inverse kinematics solution.
Part 7. “Physical quantities”. Linear and Angular Velocity, Momentum, Forces and Impulses.
Part 8. “Simulation framework”. Physics engine structure. Integration.
Part 9. “Using physics engine”. Controlling a simulation. Constraints. A set of good practices.
Part 10. “Position-based dynamics”. Cloth and other soft bodies.

Learning Objectives:
– In-depth knowledge of math and physics used in game programming.
– Better understanding through detailed analysis of several problems and solutions.
– Math and physics presented with practical examples in Unreal and Unity.
– Coding exercises with an assistance of the top industry expert.

Talk Two Description:

Gameplay Programming Patterns

Either you are creating a small or a big game, a racing game or a shooter, there are some common patterns in gameplay programming.

This presentation will help you to discover them and show you how to make the most of it.
The session will present solutions for data structures and data design, resource management, using a physics engine, logic patterns, and interconnections between systems.

You will find the answers to problems like:

• How to design the code and data to improve the work on new gameplay features?

• How to create designer-friendly control of the feature?

• How to solve common issues with gameplay physics?

In this talk, the speaker, Bartlomiej Waszak, will bring in his experience in creating robust solutions for gameplay programming.

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