Hi! Welcome to my homepage. I'm Adam Sawicki, and here are few words about me:
I was born in 1984 in Częstochowa, Poland. I studied at the Czestochowa University of Technology, where I earned my MSc in Computer Science in 2008. During my studies, I had the opportunity to intern at Microsoft's headquarters in Redmond, WA, USA.
My master’s thesis focused on the "Architecture and Implementation of a 3D Graphics Engine." I also used the engine I developed to create and release my first game, AquaFish 2, in 2008.
After graduating, I moved to Warsaw, the capital of Poland, where I still live today, though I’ve spent a few years in Gdańsk, Poland, and shorter periods in various locations across the US West Coast.
I’m passionate about programming, with a particular interest in graphics, games, media, tool UI/UX, code architecture, quality, and performance optimization. My primary programming language is C++. My favorite platform is Windows. I have experience working with graphics APIs: DirectX 11, 12, and Vulkan.
Throughout my career, I’ve worked in game development, as well as in television. In game development, I focused on developing custom game engines for PC and consoles. From 2011 to 2016, I worked at Intel, where I was developing shader compiler, which is part of the graphics driver.
From 2017 to 2025, I’ve been at AMD. For many years, as a Developer Technology Engineer (DevTech), I supported gamedev studios by helping them fix bugs and optimize their games. You can find my name in the credits of some of these titles. Later, as a Principal Member of Technical Staff (PMTS), I’ve taken on the role of tech lead for an internal project used in the development of FidelityFX Super Resolution (FSR) 4 and other machine learning-based technologies.
Since 2025 I'm working at Plastic, developing a game that hasn't been announced publicly yet.
I’ve authored some articles and presentations, including many published in Programista, a Polish magazine for software developers, and I’ve given talks at conferences, including two at the Game Developers Conference (GDC) in San Francisco.
I’m also the main developer and maintainer of several open-source projects, including Vulkan Memory Allocator, D3D12 Memory Allocator, and D3d12info. These allocator libraries are used in major projects like Qt, Blender, and several AAA games. VMA is distributed with the Vulkan SDK and has become a de facto standard in the industry, used by over 50% of Vulkan developers, according to the LunarG 2024 Ecosystem Survey.
Beyond programming, graphics, and games, I also like electronic music. In 2016 I recorded, edited, and published a documentary titled "From Sea to Mountains. Psytrance Festivals in Poland". I was also VJ-ing on some music parties and festivals - showcasing visuals generated using custom software I developed.
This website is my personal homepage and blog, which I’ve been updating regularly since 2004.
All opinions are my own and do not reflect that of my employer.
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