C# & Unity Developer
My passion is creating things. I started programming as a kid
and immediately fell in love with it! Since then, the most of my time
I design and code
and sometimes rescue
Years of experience with
Creating mobile games, multi-platform projects and advanced
virtual and augmented reality solutions.
Rapid Games Studio / 2016
Programming gameplay, user interface, sound handling, animation systems, ad mediations, integrating Google Play Services, Apple Game Center, micropayment systems and game analytics.
ggds.games / 2017
Designing gameplay, graphics, programing game core, user interface, sound handling, animation systems, data serialization and management, integrating ad mediation systems, mobile shared experiences game services, micropayment systems and analytics.
freelance / 2017 - 2018
Designing various categories of graphics for games:
2D and 3D components, environments, user interfaces, concepts, characters, pre-rendered objects, icons, models and skeletonal animations.
National Research Institute
October 2018 - December 2019
Creating immersive XR experiences with new technologies. Developing and integrating Qualisys Motion Capture Systems, HTC Vive Pro and Oculus Rift, algorithms to simplify VR/AR development, custom multiplayer and networking systems for Oculus Quest, tools, inverse-kinematics, and high-level virtual reality simulators/emulators for PC.
The Knights of Unity
December 2019 - October 2020
Porting and optimizing games between leading platforms, such as:
Xbox Series, Nintendo Switch and PC.
Programming procedural generation systems, shaders, gameplay, threading-management systems, editor tools, integrating mobile and console game services, creating assets and tools for other developers, reviewing and refactoring coworkers and clients code; and much more.
October 2020 - June 2021
Creating extensible freameworks used to build all projects - from arcade to idle game generes. Managing project development direction based on data analysis and A/B tests.
Developing mobile shared experiences: including achievements, leaderboards, multiplayer, in-app extension expandable content. Developing company major technologies, gameplay, editor tools, universal editor extensions, data-protection and analysis tools.
Reviewing, maintaining and fixing code, optimizing graphics and performance, and more...
June 2021 - Today
Defining guidelines, specifying code structure, workflow and company-wide techniques. Supporting CI-CD, cloud services, cloud build, adjusting pipeline and data maintaining.
Creating immersive XR interactions, virtual fullbody avatars, layered procedural inverse-kinematics, proprietary networking engine - security, management, prediction systems, ultra low-latency multiplatform video and audio streaming, Deno/Node multilpatform servers and APIs.
Reviewing, maintaining and fixing code, reviewing pull-requests, maintaining repository, optimizing graphics and performance, writing custom HLSL and Compute Shaders.
Little showcase with some videos from my projects.
Take a look!
Experimental procedural terrain generator with low-poly generation style in Unity.
Advanced system for animating and rigging
2D sprites with cubic Bezier spline system.
Arcade AI and driving system for mobile game that controlls enemy cars.
AI creates paths, intelligently avoids obstacles and constantly tries to destroy the player car
Optimised Softbody system for Unity.
Allows to use any mesh with the same backend and works great on mobile.
Small Unity extension that allows to manipulate vertices using default editor transform tools.
Experimental Realtime Multiplayer Engine written in JS/PHP, running on WWW server (not a VPS as usual). Supports rooms, users managment, and realtime gameplay data processing.
Prototype game where you can build rockets, planes, cars and everything what you want
Puzzle iOS and Android game prototype, finally recreated in 2022.
Hyper-arcade mobile game, developed in cooperation with Voodoo Games
Idle Casual Game and Idle Framework developed in APPLICATTURA Studio
Advanced Vertex operations calculated fully on GPU, with data storen as VAT texture color-noise. Implementation of Houdini VAT System in Unity.
High-Performance, fully-featured Liquid Shader targeting mobile devices and standalone VR/XR headsets.
Super-speed on GPU, almost 100x faster than HL Alyx liquids.
Drawing high-geometry metallic objects on just a single quad.
Reducing almost all the geometry and drastically improves performance.
Custom Grass Rendering Engine for Unity. Provide whole custom rendering system, with many fixes and optimizations on GL, to make it run as fast as possible. Supports also: custom shaders, XR, LOD, meshes, wind and engine light info handling.
Advanced shader that implements custom performance-oriented rendering layer to draw custom shadows - without the Unity's light source, with custom directions and baking-in functionality.
Basic Signed Distance Fileds creation and rendering system, at first written mostly in C#, then recreated in HLSL - to make it way faster and suitable for mobile devices.
Drawing model UV with advanced stochastic-projection, but with the simplified possible calculations, capable for mobile platforms. Makes the texture repeating significantly less noticeable.
if you have a business offer
Mobile: (+48) 572 535 120