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July 6, 2022
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Leszek Godlewski's Blog   Expert Blogs


Engine programmer at Flying Wild Hog Kraków. Formerly an engine programmer at The Astronauts, a Linux porter and generalist programmer at Nordic Games and The Farm 51, respectively. Published titles include The Vanishing of Ethan Carter, Deadfall Adventures and Painkiller Hell & Damnation.

Privately a (non-belligerent) Linux fan and an enthusiast of airsoft, skiing and sailing.

Tweeting as @TheIneQuation.


Expert Blogs

Posted by Leszek Godlewski on Thu, 21 Jul 2016 04:53:00 EDT in Programming, Console/PC, Indie, VR
The Vanishing of Ethan Carter, with its rich visuals and a graphics workload somewhat uncommon for Unreal Engine 4, has been a difficult case for attaining VR perf targets. This is a story of scraping off frame render time, microsecond by microsecond.

Posted by Leszek Godlewski on Fri, 10 Jul 2015 02:51:00 EDT in Programming, Console/PC
My job title at The Astronauts has been raising eyebrows since day one. "What will you be doing with a ready-made engine?" We have just finished The Vanishing of Ethan Carter for the Playstation 4, and trust me I haven't been idle.

Posted by Leszek Godlewski on Thu, 03 Apr 2014 01:19:00 EDT in Programming, Console/PC, Indie
Here are some (of the less obvious) build system tricks I've collected in my just over a year of porting games to Linux: cutting down on iteration times, sanitizing the build environment and making the builds generally easier on the brain and the CPU.

Posted by Leszek Godlewski on Sat, 01 Feb 2014 11:46:00 EST in Programming, Console/PC
Be it SDD attendees' BRIX Pros from Intel or homebrew SteamOS-based boxes, I expect many developers wanting to use one as a devkit. Here's how to easily deploy software to it and debug it remotely.

Leszek Godlewski's Comments

Comment In: [Blog - 01/25/2018 - 05:58]

Regarding your FMechPartDataBase SerializationStructure struct ...

Regarding your FMechPartDataBase SerializationStructure struct - why use FNames instead of FSoftObjectPath/TSoftObjectPtr The latter would let you take advantage of the UI controls i.e. picking asset with the content browser etc. together with UI type safety. r n r nYour accessor macros will be ignored by UnrealHeaderTool it only does ...

Comment In: [Blog - 10/21/2016 - 09:02]

You forgot to mention step ...

You forgot to mention step 6.5 go watch a movie and grab lunch while P4 reconciles offline work, because that 's not going to be quick. r n r nHonestly, I never understood the industry 's infatuation with P4. You 'd think that the exclusive checkout thing helps keeping binary ...

Comment In: [Blog - 07/21/2016 - 04:53]

Ad. 1. That depends entirely ...

Ad. 1. That depends entirely on your game. The things in the .ini were disabled for the entire game, but there were features which were contextually triggered for instance, visions will have their fog far cull plane disabled, as the artifacts were too visible then . Ethan is a relatively ...

Comment In: [Blog - 07/10/2015 - 02:51]

Yeah, for planar reflections you ...

Yeah, for planar reflections you need to re-render the entire scene. But you may be willing to make that trade-off, so it 'd be nice to have that option.

Comment In: [Blog - 04/03/2014 - 01:19]

Cool, glad you found it ...

Cool, glad you found it useful

Comment In: [Blog - 02/01/2014 - 11:46]

Whoa, I must admit I ...

Whoa, I must admit I did not know you can run screen like that. Thanks r n r nHowever, won 't that launch the game as downloaded from the depot The whole point of my article was to enable quick iteration - make changes, build, test, repeat. r n r ...