Thanks to visit codestin.com
Credit goes to github.com

Skip to content
View danielpokladek's full-sized avatar
🍕
Making awesome things happen!
🍕
Making awesome things happen!

Organizations

@danielpokladek-shaders

Block or report danielpokladek

Block user

Prevent this user from interacting with your repositories and sending you notifications. Learn more about blocking users.

You must be logged in to block users.

Maximum 250 characters. Please don't include any personal information such as legal names or email addresses. Markdown supported. This note will be visible to only you.
Report abuse

Contact GitHub support about this user’s behavior. Learn more about reporting abuse.

Report abuse
danielpokladek/README.md

banner_github

I’m a UK-based developer, who technically is an artist - I love shaping the moment-to-moment feel of games through gameplay systems, tools, and shaders that bring ideas to life.

My core experience is in C# and Unity games engine, but previously worked professionally with TypeScript, PixiJS, and GLSL shader language.

In my free time I work on numerous hobby projects, ranging from Shaders Vault to PixiJS Particle System. I frequently blog about my projects to capture my findings and share my knowledge.


I originally started working with shaders during my undergraduate dissertation, and have since fallen in love with them. I enjoy spending my free time tinkering with new effects and bringing ideas to life.

Shader Vault is a collection of shaders I’ve worked on, spanning focused techniques like stencil shaders to fully realized effects, including my remake of the portal from Spyro: Reignited Trilogy.

A modern, flexible particle system for PixiJS - a spiritual successor to the original particle emitter, but rebuilt with a clean TypeScript-first architecture and more expressive API.

I originally started working on this project alongside a PixiJS-based portfolio project, where I needed a particle system for several in-game effects. At the time, the original emitter package wasn’t compatible with the latest PixiJS version.

As the library grew and I introduced more personal improvements, it evolved beyond it’s original scope. I eventually decided to make it open-source and share it with the wider community.

This website is built using the Hugo static site framework with the Blowfish theme, customized to suit my needs. I chose a static-site approach for its performance, simplicity, maintainability, and blogging integration.

The site is hosted on GitHub Pages, with GitHub Actions handling automated builds and deployment. Every change is built and deployed through a lightweight CI pipeline, keeping the workflow fast, repeatable, and hands-off.

Pinned Loading

  1. danielpokladek-shaders/spyro-inspired-portal danielpokladek-shaders/spyro-inspired-portal Public

    Portal effect using stencil masking, inspired by portals from Spyro: Reignited Trilogy.

    ShaderLab 1

  2. danielpokladek-shaders/cracked-ice danielpokladek-shaders/cracked-ice Public

    Cracked ice effect with parallax depth, inspired by similar effect seen Dragon Age: Inqusition's Emprise du Lion region.

    ShaderLab

  3. danielpokladek-shaders/stencil-cube danielpokladek-shaders/stencil-cube Public

    Stencil cube effect inspired by geometry from Antichamber game.

    ShaderLab

  4. pixi-particle-system pixi-particle-system Public

    A modern, flexible particle system for PixiJS.

    TypeScript 9

  5. blog blog Public

    My personal website and blog.

    HTML 1

  6. nom nom Public

    NOM - Normalize Our Mess - CLI tool for rule-based asset renaming written in Python.

    Python 1