About me

I’ve been programming since I was 15, starting as a hobbyist before transitioning to professional Unity game development over the past 9 years. Throughout my career, I’ve contributed to titles like Passpartout 2: The Lost Artist, Knights of Honor II: Sovereign, and more within The Knights of U.

As a graphics programmer, I specialize in optimizing Unity games, customizing rendering pipelines, and enhancing the Unity Editor to meet the unique needs of each project. I write blogs and develop Bake AO in my free time, along with prototyping rendering ideas on ShaderToy and Unity to explore new techniques and concepts.

I’m passionate about creating high-quality tools that help developers work more efficiently and deliver better results.

Technical expertise

My skills and tools for building high-performance graphics—from rendering to engine optimization.

Performance-driven prototyping

I'm a graphics programmer focused on performance-driven prototyping. From custom physics to water simulations and workflow tools, I build fast, iterate with profiling data, and prioritize efficiency from the start.

Unity's rendering API

Proficient with Unity's rendering APIs and Scriptable Render Pipelines, I've developed terrain renderers, particles, decals and other creative effects.

Shader programming expert

Shader development is my specialty. I work in HLSL and Compute Shaders to create efficient, visually rich effects - see examples on ShaderToy.

CPU, GPU and memory

I optimize across the stack - CPU, GPU, memory, and build size - using data to cut cost without compromising quality. With tools like Profile Analyzer, NVIDIA Nsight Graphics and Intel GPA, I pinpoint real performance issues - not just symptoms - using counters that matter.

Creating editor tools

Editor tooling is second nature. I build extensions that integrate seamlessly into production workflows, boosting productivity without breaking creative flow.

Want to work together?

For partnerships, licensing, or professional inquiries, feel free to reach me out at dev@proceduralpixels.com.

Want to work together?

For partnerships, licensing, or professional inquiries, feel free to reach me out at dev@proceduralpixels.com.

I'm a graphics programmer focused on performance-driven prototyping. From custom physics to water simulations and workflow tools, I build fast, iterate with profiling data, and prioritize efficiency from the start.

Performance-driven prototyping

Proficient with Unity's rendering APIs and Scriptable Render Pipelines, I've developed terrain renderers, particles, decals and other creative effects.

Unity's rendering API

Shader development is my specialty. I work in HLSL and Compute Shaders to create efficient, visually rich effects - see examples on ShaderToy.

Shader programming expert

I optimize across the stack - CPU, GPU, memory, and build size - using data to cut cost without compromising quality. With tools like Profile Analyzer, NVIDIA Nsight Graphics and Intel GPA, I pinpoint real performance issues - not just symptoms - using counters that matter.

CPU, GPU, and memory

Editor tooling is second nature. I build extensions that integrate seamlessly into production workflows, boosting productivity without breaking creative flow.

Creating editor tools

I'm a graphics programmer focused on performance-driven prototyping. From custom physics to water simulations and workflow tools, I build fast, iterate with profiling data, and prioritize efficiency from the start.

Performance-driven prototyping

Shader development is my specialty. I work in HLSL and Compute Shaders to create efficient, visually rich effects - see examples on ShaderToy.

Shader programming expert

Editor tooling is second nature. I build extensions that integrate seamlessly into production workflows, boosting productivity without breaking creative flow.

Creating editor tools

Proficient with Unity's rendering APIs and Scriptable Render Pipelines, I've developed terrain renderers, particles, decals and other creative effects.

Unity's rendering API

I optimize across the stack - CPU, GPU, memory, and build size - using data to cut cost without compromising quality. With tools like Profile Analyzer, NVIDIA Nsight Graphics and Intel GPA, I pinpoint real performance issues - not just symptoms - using counters that matter.

CPU, GPU, and memory

© 2025 Jan Mróz | Procedural Pixels.

Made by Natalia Bracikowska

© 2025 Jan Mróz | Procedural Pixels.

Made by Natalia Bracikowska

© 2025 Jan Mróz | Procedural Pixels.

Made by Natalia Bracikowska

Want to work together?

For partnerships, licensing, or professional inquiries, feel free to reach me out at dev@proceduralpixels.com.

Want to work together?

For partnerships, licensing, or professional inquiries, feel free to reach me out at dev@proceduralpixels.com.