Lightmap Generator
A lightmap baking tool developed for my bachelor's thesis, with CPU path tracing, progressive results and an interactive OpenGL renderer.
View projectSoftware Engineer · Game Developer
I build tools for 3D graphics and game development. Over a decade of modding Vietcong led me from making maps and writing scripts to developing modding tools and exploring real-time rendering.
Based in Brno, I work as a Junior Game Programmer at Ingame Studios while studying Visual Informatics at Masaryk University, specializing in Game Development.

4 projects
Rendering, 3D editors, and asset pipelines
A lightmap baking tool developed for my bachelor's thesis, with CPU path tracing, progressive results and an interactive OpenGL renderer.
View project
My own OpenGL-based level editor for Hidden & Dangerous 2, built by reverse engineering the game's undocumented file formats.
View project
A Blender addon for Vietcong and Vietcong 2 assets, supporting models, materials, skeletal animation and engine-specific settings.
View project
Blender tools for the 4DS format, enabling custom assets and materials for Hidden & Dangerous 2.
View project2 projects
Game projects

A first-person rail shooter set in an underground research facility overrun by a cryogenic parasite.
View project
A shoot 'em up inspired by Tyrian, with enemy attack patterns, weapon upgrades and a custom spaceship.
View project13 projects
Maps, custom missions, and game modes

An example of a more advanced singleplayer mission script I wrote for Vietcong. This mission was created as part of the fan-made add-on Hell in the Jungle, in …
View project
A custom multiplayer game mode script I originally wrote for a Vietcong jump map Cave_Jump created by Die. Authors of jump maps traditionally include secret rooms in …
View project
An original Vietcong jungle map, designed for clear navigation and cooperative play. Still part of the community's map rotation.
View project
An original map with a self-explanatory name, directly inspired by my own dreams. The level follows a highly stylized artistic direction with psychedelic elements. It’s a …
View project
This map features a distinctive visual style, achieved through edge highlighting and 8-bit-like textures. Player skins were also modified to solid yellow and blue, which …
View project
This map is a port of the Airstrip map from the Counter-Strike series. While it doesn’t introduce new level design elements, the focus was on adapting the visuals to fit …
View project
My original desert map set in an open environment with an oasis. The level features mostly open space with minimal cover, which I later recognized as a less effective …
View project
The first map I fully modeled myself – Enemy Territory. It is set in a remote facility complex with an underground garage and surrounding passages. The map aims to …
View project
This map is essentially a port of the well-known Depot map from Vietcong 2, so I don’t take much creative credit for its design. My main contribution was adapting it to …
View project
I consider this map a successful expansion of the original NVA Base map. It extends the gameplay by introducing new paths, additional cover opportunities, and an entirely …
View project
This is essentially a retextured version of the original Arroyo map, adapted to create a winter atmosphere – and for those who prefer something other than the green …
View project
One of my early maps, loosely inspired by the Irish city of Limerick, which I was particularly interested in at the time. The goal was to capture the feel of a fight …
View project
This was my very first published Vietcong map. It’s not a groundbreaking piece but rather a simple extension of the original Halong Port map, adding access to mountains …
View project3 projects
Original models and animations

A Medusa-inspired character based on my concept, modeled and hand-painted for the 3D Character Modeling course at Masaryk University.
View project
A sci-fi robot based on my original concept, modeled in Blender for the 3D Modeling course at Masaryk University.
View project
A short animation of an English breakfast being prepared, using custom models and solid-color materials.
View projectI have over a decade of experience in game modding, with in-depth knowledge of Vietcong and Hidden & Dangerous 2, including their underlying systems, asset pipelines, and engine limitations. I have created and published 10+ multiplayer maps, developed custom modding tools for games with no official modding support, including my own OpenGL-based 3D level editor for Hidden & Dangerous 2 – Lutsip LS3D Editor released at 18.
Alongside this, I have extensive experience developing Blender addons for working with custom file formats and engine-specific data, often involving reverse engineering of proprietary file formats.
I work as a Junior Game Programmer at Ingame Studios. Previously, I spent four years at ICE Industrial Services developing a slicer for 3D concrete printing, gaining experience in real-world 3D tooling and software development.
I completed my bachelor’s degree at 22, with a thesis focused on development of a lightmap generation tool – a project that brought me back toward game development. I am now continuing my studies in Game Development within the Visual Informatics program at Masaryk University.
My journey began at an early age, experimenting with game environments and creating content, eventually leading me into programming, 3D graphics, and reverse engineering 3D file formats.
2025–present
Master's degree
Visual Informatics: Computer Games Development
2022–2025
Bachelor's degree
Applied Informatics

2026–present
Junior Game Programmer
Brno, Czech Republic
I joined Ingame Studios as a programming intern in June 2026 and later became a Junior Game Programmer.

2021–2026
Software Developer
Žďár nad Sázavou, Czech Republic
I began my professional career at the age of 19 as a Junior Software Developer at ICE Industrial Services, a Czech-based company, where I was involved from the very beginning in developing a software solution for print path design and data preparation for 3D Concrete Printing (3DCP), a project that has since evolved into Coral Construction Technologies.
During my first month, my work focused primarily on backend development, including API design and communication between microservices. However, leveraging my background in 3D graphics, I quickly transitioned to developing a custom in-house 3DCP slicer, built entirely from the ground up.
The result is a tool that seamlessly integrates slicing capabilities into the Grasshopper environment within Rhino 3D, enabling designers to work directly within their familiar workflow. This allows them to procedurally generate print paths from their own geometries, which can then be fabricated using Coral’s 3DCP technology.
Through this work, I rapidly progressed from a junior developer to the lead developer responsible for the 3DCP slicer, taking ownership of both its architecture and implementation.
These experiences have given me a strong foundation in software engineering, a high degree of independence and ownership, as well as hands-on experience in cross-functional collaboration and direct communication with end users to refine requirements and workflows.
In addition to my work on the slicer, I also contributed to the development of various internal tools aimed at optimizing company processes and improving overall efficiency.