Mateusz Górski
Software Engineer

About
Hi there!👋🏻
I really love coding and creating different things — especially these days.
I'm a father of three 👧🏼👦🏻👦🏼, so "free time" mostly means enjoying the late evenings and quiet moments.
You can find me on a running trail, strumming my guitar, or trying to fix something in the garage.
There's always something interesting to learn.
Nice to meet you!
Experience
12+ yearsCareer history · newest first
MATABOO Sp. z o.o. · Warsaw, Poland · 100% Remote, occasional trips
Feb 2021 – Present
Software Engineer (Code Sorcerer)
Tools programmer for automated editor testing
- C++/CLI
- C#
- Python
- gRPC
- Custom Game Engine
- Visual Studio
- Perforce
- Developing interfaces and tools for editor automation
- Refactoring and restructuring existing editor code into reusable methods and classes
- Testing, documenting and integrating solutions with the existing framework
- Collaborating with the client's feature teams for knowledge sharing and improving the overall editor quality
Prototype project: "Showcase"
- C++
- C#
- Python
- Unreal Engine
- Visual Studio
- Perforce
- Implementing a procedurally generated, unique NPC simulation with distinct traits and behaviors that evolve based on the player's interactions during gameplay
- Implementing gameplay mechanics, dialog system and UI according to the design
- Researching and implementing migration of the content and levels from existing customer games for use in the prototype
- Fixing reported issues by the QA team, improving the overall quality of the prototype
Game: "The Sinking City Remastered"
Co-development and porting with Frogwares Studio
- C++
- C#
- Python
- Unreal Engine
- PS5
- XSX
- Steam
- EOS
- GOG
- Visual Studio
- Perforce
- Jenkins
- Porting the game from UE4 to UE5
- Implementing editor automation to fix the chaos cloth simulation issues
- Implementing custom editor Python automations to speed up asset preparation (design team saved weeks)
- Implementing specific platform features and making a full product setup
- Fixing input, visual, and gameplay issues reported by the customer and QA team
- Profiling and making CPU/GPU performance and memory optimizations, resolving movie playback issues, CPU spikes, memory leaks, and random crashes
- Preparing the game to meet the certification requirements and giving support to the customer in releasing the game
- Giving DLC and post-release support
Game: "S.T.A.L.K.E.R.: Legends of The Zone Trilogy"
Co-development and porting of 3 games to consoles with GSC Game World
- C++
- C#
- Lua
- XRAY Engine
- PS4
- PS5
- XB1
- XSX
- Steam
- SVN
- Jenkins
- Implementing support for Durango/GDK to use distributed SN-DBS builds
- Developing C# automation tool to cook/pack the games for supported platforms
- Optimizing the engine to improve performance and memory usage
- Implementing platform-specific features for target regions - mastering, localization, achievements
- Debugging game hitches, random crashes and visual artifacts
- Preparing the game to meet the certification requirements
Game: "Deathbound"
Co-development and porting to consoles with Trailforge Studio
- C++
- Unreal Engine 4
- PS5
- XSX
- Steam
- Perforce
- Jenkins
- Implementing significance manager to optimize CPU performance
- Profiling and reducing CPU spikes and memory usage
- Implementing requested gameplay features
- Adjusting the game UI to meet the target platform specification
- Preparing the full product setup for the game
Game: "Tchia"
Co-development and porting to console with Awaceb
- C++
- Unreal Engine 4
- Switch
- Perforce
- Jenkins
- Optimizing CPU/GPU performance: lighting manager, gameplay, animations, spawning components, and reducing transitions per frame
- Fixing UI issues, adjusting the UI to the platform specification
- Fixing sound-related issues
- Preparing the game to meet the certification requirements
Game: "The Beast Inside"
Co-development and porting to consoles with Illusion Ray S.A.
- C++
- C#
- Unreal Engine 4
- Unreal Engine 5
- PS4
- PS5
- XB1
- XSX
- Perforce
- Jenkins
- Implementing input and UI options for target platform specification
- Implementing platform-specific features for target regions - UI, mastering, localization, achievements/trophies, activities (PS5)
- Preparing a full product setup for the game
- Profiling and making CPU/GPU and memory optimizations
- Fixing gameplay bugs and random crashes
- Preparing the game to meet the certification requirements
Game: "Chernobylite"
Co-development and porting to consoles with The Farm 51
- C++
- C#
- Unreal Engine 4
- PS4
- PS5
- XB1
- XSX
- Perforce
- Jenkins
- Implementing stability improvements to reduce game hitches, random crashes and memory leaks
- Implementing platform-specific features for target regions - UI, mastering, achievements/trophies, activities (PS5)
- Giving comprehensive support for game localization
- Giving DLC and post-release support
- Preparing the game to meet the certification requirements
Siili Solutions Oyj / Siili Auto · Wroclaw, Poland · Hybrid, occasional trips
May 2018 – Feb 2021
Embedded Software Engineer
Pure blueprint based HMI prototype
Concept running on Qualcomm's SA8155P platform
- Unreal Engine 4
- Blueprints
- Figma
- Git
- Implementing a pure Blueprint-based HMI with custom widgets and layouts
- Optimizing and packaging the project for the target platform
- Being part of Epic Games' entry into the automotive industry and receiving a MegaGrant award
Widescreen embedded HMI system for EV car prototype
Made for Tier 2 supplier (Preh) shown at 2019 AIE in Shanghai
- C++
- Qt/QML
- Zeplin
- Git
- Implementing 5 independent-screen Qt/QML layouts connected to the target hardware
- Developing fully functional touch input and hardware knob integration
- Translating Zeplin designs into QML screens in collaboration with the design team
- Debugging and fixing reported issues
Augmented reality head-up display
Production ready system in collaboration with Daimler Protics GmbH
- C++
- Qt/QML
- OpenGL
- Enterprise Architect
- Git
- Artifactory
- CMake
- Implementing line detection using ADAS support and sensor fusion data from the cameras and radars
- Using in-house tooling for testing and verifying the implemented features
- Debugging and fixing issues reported from weekly test drives
- Keeping documentation clear and well-maintained for changes and improvements already made
Production ready vehicle infotainment system
Climate control implementation for OEM (Mercedes-Benz A-Class)
- C++
- KANZI
- Python
- UI Cockpit
- VectorCAST
- Jenkins
- Implementing climate control functionality
- Updating the UI with the latest design changes for pixel-perfect compliance
- Verifying the fixes and performance on the target hardware
- Using VectorCAST to run tests
- Debugging and fixing issues reported by the customer and QA team
Various automotive projects and prototypes
- C++
- Qt/QML
- QtDS
- Mapbox
- WebRTC
- MQTT
- Unreal Engine 4
- Android
- Node.js
- JNI
- Customized Automotive AOSP build running on HiKey960 development board
- Qt Android Launcher - Customized launcher with Qt-based Android applications made for Tier 1 supplier (Continental)
- Car to Cloud - Remote hardware experience inside a 3D car environment in Unreal Engine 4 accelerated by hardware video streaming made for OEM (Qualcomm)
- N-display HMI - Instrument Cluster prototype using Unreal Engine 4 running on Nvidia Jetson Nano
NoMachine S.à r.l. · Wroclaw, Poland · On-site
Jul 2014 – Apr 2018
Software Engineer
Multiplatform remote desktop solution
- C
- C++
- Perl
- Bash
- Python
- JavaScript
- WebRTC
- GNU Autotools
- Maintaining and improving the codebase to support various platforms - Windows, Linux, and macOS
- Implementing WebRTC framework to enable real-time audio and video streaming for a browser-based web client
- Adapting existing video and audio encoding implementation to support the new streaming protocol
- Debugging and fixing issues reported by the customers and QA team
- Researching and preparing comparison reports for benchmarking the performance and quality of the product
Education
Education history · newest first
University of Science and Technology · Wroclaw, Poland
Oct 2014 – Sep 2017
M.Sc. in Computer Systems in Control Engineering and Robotics
Information Decryption with Images
- Developed a Qt/C++ Mac/Windows desktop steganography application that embeds/extracts text and image payloads using multiple steganographic methods
- Implemented spatial‑domain LSB variants (LSB, L2SB, SIHS) and frequency‑domain JPEG‑based algorithms (JSTEG, F3, F4, F5)
- Conducted extensive experiments on a diverse set of PNG/JPEG images with varying payload capacity
- Quantified performance and assessed visual quality with steganalysis metrics (SSIM, MSE, PSNR, etc.)
- Evaluated robustness against basic steganalysis and frequency-domain methods
University of Applied Informatics · Wroclaw, Poland
Oct 2009 – Jun 2014
B.Eng. in Programming and Computer Vision
Segmentation of Digital Images
- Developed a Windows C/C++ desktop application that performs image processing using the OpenCV library
- Implemented line and circle detection with both manual and automatic modes using the Canny Edge Detection and Hough Transform algorithms
- Evaluated the system on a diverse image dataset (vehicles, coins, geometric shapes)
- Demonstrated high detection accuracy for simple scenes and highlighted challenges in complex, unevenly illuminated images
Contact
If you'd like to work together, feel free to reach out!










