Artem Kharytoniuk

Graphics Software Engineer at LunarG

Stockholm, Sweden
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Summary

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Senior
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Top School
Artem Kharytoniuk is a graphics software engineer with 12 years of experience building high-performance rendering systems and production graphics pipelines across game and tooling studios. He’s worked on Vulkan backends and ray-tracing-related challenges for titles and engines at companies like Avalanche, Ubisoft, AMD, and now LunarG, with a strong focus on software quality and numerical robustness (floating point care is a recurring theme). His background spans low-level engine work—from an in-house OpenGL renderer and scripting tools to animation systems and a Vulkan backend for Rage 2—so he fluently bridges engine, middleware, and game-code concerns. Based in Stockholm, he pairs physics training from Kyiv Polytechnic with pragmatic engineering to deliver fast, reliable graphics code rather than just feature-complete prototypes. A longtime competitive contributor and systems thinker, he often emphasizes correctness and performance trade-offs that are easy to overlook in shipping realtime graphics.
code12 years of coding experience
job16 years of employment as a software developer
bookIgor Sikorsky Kyiv Polytechnic Institute
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Stackoverflow

Stats
1,354reputation
53kreached
0answers
6questions
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Github Skills (115)

quake10
levenshtein-distance10
phonetics10
specification10
cpp10
game-development10
shader10
game-engine10
rendering10
imgui10
embree10
api-specification10
api10
vulkan10
integrate10

Programming languages (5)

C++CDJavaScriptGLSL

Github contributions (5)

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kennyalive/nofancy

Nov 2018 - Dec 2023

A Hugo blog theme
Contributions:30 pushes in 5 years 1 month
hugo-blog-themehugohugo-themehugo-blog
The cradle of Quake III Arena
Contributions:5 releases, 306 commits, 3 PRs in 7 years 9 months
gamequake-iii-arenacradleiiiarena
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Artem Kharytoniuk - Graphics Software Engineer at LunarG