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Nova Legacy

Mobile FPS in 25Mb

Nova Legacy has been my team's project at Gameloft. It features a full single player campaign, multiplayer, weapon progression and skins, and all of that fits into a 25Mb Android executable.
I joined it in October as a graphics developer and quickly became a go-to guy in a lot of areas of the development.
By now I've worked on shaders, helped artists with Gameloft's tools, worked with them on optimizing the game's graphics, did engine optimization and maintenance, helped out with minor gameplay features, did maintenance and optimization on our data pipeline, helped out in UI (especially the UI models) and worked tirelessly with our technical director and the team on cramming the game into the 25Mb technical marvel it is today.

Sand Walker

Source Code

Procedural walking animation experiment

I made this over a couple of weeks in my free time.
I really like Darren Bartley's design, and this one just happened to be one I wanted to make for a long time.
The legs are a simple particle IK with slight biases towards the desired shape, and then used t make bezier splines.


The robot I was develping before I moved to join gameloft

The goal for QPed was to walk around naturally, controlled by the user, sensing obstructions on its way and automatically overcoming them if possible.
It was also supposed to be able to work with different number and different kinds of legs, based on a generic IK algorithm.
Unfortunately, due to moving and not having time to restart the project, it was left unfinished, with the IK algorithm implemented.

Evolution Simulation

Source Code

A simple cell evolution simulation. Each cell has a genome and a memory, and during its lifetime it executes the genome.
The cell that eats the most food pellets/lives the longest leaves the most offspring.
User can accelerate or decelerate the simulation speed, select individual cells and in debug mode can also see which operation is being executed.
All controls are shown at the beginning.


Play Store

LokLok is a social drawing app. It allows you to create a group of friends with whom you share funny pictures, you can join with a loved one and share romantic morning drawings, or to simply stay in touch with your family.
I worked on LokLok almost since the beginning, first I developed a prototype for the drawing, and later on I joined the team as a full time member where I was in charge of developing the UI. Eventually became the lead developer in charge of keeping the code base clean and orgaized, distributing tasks, and in general keeping the app in a maintainable state, as well as working on the UI.

S Educate

One of Kwamecorp's first bigger projects. S-Educate was an app we developed in for Samsung and Khan Academy. Unfortunately, because of lack of support it ended up fading away.
I was in charge of the UI and attaching the Samsung pen interface.

Out Of Time: LD 27 Entry [Litterbox Engine]

Source Code
LudumDare entry page

Game I made over a weekend and a bit on monday, entered into the Ludumdare 27 Jam with the theme "10 Seconds".
You're a spy that has to save the world, but you've ran out of time and there are only 10 seconds left.
What will you do?

Out Of Time Controls:
  • Arrows to run
  • Z to interact
  • Other keys to type passwords
  • Enter to use password

Builder Fight, Nano Dare Game

I've decided to try out making a game in one day with an old Ludum Dare theme: "Construction/Destruction"
The result is a 2 player game where each player has to reach their star by building and destroying their opponents tower.

Bunneh: LD 26 Entry [Unity]

Game I made in a weekend for LudumDare 26 with the theme "Minimalism". You are a bunny being hunted by a falcon.

Bunneh Controls:
  • WSAD to run
  • Space to leap
  • Mouse to Look around
  • Left Mouse Button to Eat/Burrow

Dragon Animation Blend Tree [binary + src]

An experiment I made, a simple animation tree with synchronized blending, bone masking, additive animation, and using a 2D triangle mesh for blending head pose. Uses Id's md5 mesh and animation file format. Model and animation made in Blender.


LifeBeat was Kwamecorp's social network aggregator app.
First complete Android application I worked on. As usual I was in charge of UI, with some Facebook, Twitter API handling to gather user info.

Litterbox Engine

Litterbox is my pet engine. I've worked on it on and off for 5 years, with 5 distinct versions, each new one correcting the problems the previous version had
Currently I no longer work on it. I realized that making a generic game engine while being a solo developer gets you running in circles without ever releasing a game.

Litterbox 1 screenshot Litterbox 1 screenshot Litterbox 2 screenshot Litterbox 2 screenshot Litterbox 3 Horde3D screenshot Litterbox 3 Horde3D screenshot

GLSL Deferred Lighting [src]

This is an experiment I made in about 2 days in Novermber 2011. Its a part of a series of experiments I'll be making while looking for a job. The code is included as well, should run just fine on a windows but since it runs on SDL you can compile it on Linux and Mac if you really want to. This experiment has 40 lights acting on the model at once. I didn't use aditive blending on the lighting pass since it left model far too bright to notice the lights.

Shader Viewer

I created this program at CoVii to help me build new special effects using shaders. It hotloaded a configurable pipeline and geometry info from an XML file making it perfect for experimentation.

Shader Viewer screenshot


ViiTable was one of CoVii's most notable products. It's a multi-touch HD interface.
I've developed most of the demos for it as well as the multitouch UI that supported it.
Sadly these are the only screenshots I have left, but as you can see from the video it was pretty neat.

Viitable Presentation screenshot

ViiMotion [video]

ViiMotion was CoVii's flagship product.
It worked like a kinect, detecting the depth of the image at every point which then our Computer Vision specialist translated into discreete inputs.
My job on it was to develop a number of demos and applications for clients as well as the underlying multi-touch UI engine (so basically everything above the core engine was me and our designer).
I was pretty junior back then but working on this for so long gave me quite a lot of experience and was great for learning on how to write maintainable software.

Covii Particle Challenges[download]

These three programs were my entrance tests to CoVii, a company I ended up working at up to November 2011. The challenges were divided into 2 parts:

  • Part 1- A program that demonstrated my ability to manipulate physically the particles, and create shapes from them [Video]
  • Part 2- A program that demonstrated my ability to create trail effects using shaders.

About Me

My name is Mikolaj Kuta.

I like movement, from appreciating craftsmanship in both animated and cg movies, to studying the anatomy and evolution of animal behaviour. I find it facinating how musle cells work as one thanks to feeling small currents in nearby cells, how the different skeleton kinds support the body and allow it to move, to how the brain and spinal cord are able to orchestrate real time IK with parcial sensory data, while at the same time providing character to movement. My hope for now is to help bring amazing creatures to life in games, and one day even build robots that have natural behaviour indistiguishable from animals, and use that knowlledge in exploring our world and our universe. My current skills include:

My hope is to add to this list Embedded Development, Electronics, Mechanics, Robotics, Running a team, Running a division, and finally being a CEO.