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.
Contributions:5 releases, 306 commits, 3 PRs in 7 years 9 months
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Artem Kharytoniuk - Graphics Software Engineer at LunarG