Mateusz Górski

Software Engineer

Photo of Mateusz Górski

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+ years

Career history · newest first

  1. 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: "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: "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
  2. 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
    • 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
  3. 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

  1. 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
  2. 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!