Wiktor Lawski
64 posts

Wiktor Lawski
@WiktorLawski
Software, Software & Games

🎨 The canvas has finally been unveiled! @Layers_Of_Fears: The Final Masterpiece Edition has arrived - fully optimized for Nintendo Switch 2, proudly delivered by PixelAnt Games. 🎮 Reimagined with next-gen visuals, HDR, motion controls, Joy-Con interaction, and touchscreen support, this definitive edition combines Layers of Fear 1 and 2, all DLC content, and fresh new chapters into one haunting masterpiece 😱🎭 Hold tight for a spine-chilling journey where every brushstroke 🖌️ leads deeper into madness 🌀 👉 Get your copy here: bit.ly/LoF-TME_S2 #LayersOfFear #BlooberTeam




💡 Know what DevX is? If not, you’re not alone! It’s a fresh game development concept making a huge impact behind the scenes. Think of it like this: if UX is how players feel playing your game 🎮then DevX is how YOU feel building it 💻 From CI/CD pipelines ⚙️ to version control 🔄 - DevX makes game creation faster, easier, and smarter 🚀 🤔 Wanna see it in action? Join the AMA “DevX? In GameDev? What the hell?” session at @gdcon, moderated by our Senior Software Engineer, Wiktor Ławski. Bring your questions & curiosity! 🙌 🗓️ Sat, Oct 25, 12 PM 🔗 gic.gd/agenda #GameDev #DevX #DeveloperExperience #GameIndustryConference #GIC #GameDevelopment

During one of our Unreal Engine-based projects, which featured a procedurally generated world, I needed to fix a crash that was reproducible only on the PS5. It turned out to be related to Garbage Collection - mixing soft and hard references with smart pointers couldn’t end well. Read the full story here 👉 bit.ly/4nwsekE #PAGexpert #GameDevelopment #GameDev #GC #UE #UnrealEngine #MemoryManagement #SmartPointer





💥Today is the day! @CronosNewDawn advanced access starts now, and we’re excited to share that we developed the Nintendo Switch 2 version of the game - bringing time rifts, brutal combat, and survival horror directly to your hands. Get ready to survive a mind-bending horror experience set between the past and the future, brought to you by the one and only @BlooberTeam. 🕹 Grab your copy now! cronosnewdawn.com #CronosNewDawn

❌ It is common that reported defects lack valuable information, such as logs or screenshots. You can always collect and automatically attach these elements when you implement in-game defect reporting. I added it to the engine, so it was not necessary to even open JIRA. See the full post here 👉 bit.ly/45nsU3K #GameDev #JIRA #Tools #PAGexpert #GameDev #GameDevelopment

I was asked to replace the compiler for our engine on Windows from MSVC to Clang. Since it is our primary development platform, I needed to: 1️⃣ adjust developers’ environments, 2️⃣ organise the transition period, 3️⃣ provide emergency fallback in case of unexpected issues. Interested? Here’s more about the steps I took and problems I encountered:👉 bit.ly/4eGoWrh #GameDev #Clang #Multiplatform #Compiler #PAGexpert #GameDevelopment

An interesting bug was assigned to me - a system error beep (only when starting the game via Steam). What did I conclude after investigating this problem? ➡️ When you do not know where the issue is, start with a binary search, ➡️ Documentation does not cover all the cases. Read the full entry here 👉 bit.ly/3YlEDxe #PAGexpert #debugging #gamedev #gamedevelopment #documentation

Game development has four critical phases: ‣ Ideation (vision & planning), ‣ Pre-Production (prototyping & vertical slice), ‣ Production (content creation & testing), ‣ and Finalization (bug fixing & launch). Nintendo invests significant time in pre-production with small, experienced teams, then ships flawlessly. Meanwhile, many developers struggle with post-launch fixes. The secret? Invest time early to save money later. Read on how to avoid the most crucial mistakes 👉 bit.ly/gd_pillars #GameDevelopment #ProductionProcess #GameDesign #GameProduction






