As the Lead Unity Developer, I play a key role in the creation of the DBR77 Studio, overseeing the development of a dynamic and scalable virtual environment that replicates real-world manufacturing processes, enabling enhanced efficiency and decision-making through advanced visualization and simulation.
As a Technical Game Designer on Gloria Victis MMO, I designed and implemented new game systems, while also developing and maintaining a data collection system that enabled data-driven design, ensuring that key decisions were informed by player behavior and in-game analytics for improved gameplay balance and experience.
Being the sole programmer for SkyFly VR, I developed the entire virtual reality arcade game, where players paraglide through levels, earning points by flying through loops, ensuring a smooth and immersive VR experience with responsive mechanics and engaging gameplay progression.
WirtualnaElka was one of the first professional projects I contributed to. This driving school simulator, developed as part of a research grant, involved several key responsibilities on my part, including designing the UI, developing the city traffic system, and implementing a custom controller handler in Unity.
Zombie VR Squad is a multiplayer game designed for VR Arcade Centers. It offers immersive gameplay tailored for on-site multiplayer experiences. My contributions included enhancing the enemy AI and developing a custom data gathering and analysis module to optimize player performance and engagement.
Nadir is a grim-dark deck builder game where I primarily contributed as a QA specialist. In addition to conducting thorough tests, I played a role in creating detailed feedback reports to support the game’s development. I also applied design knowledge gained from my parallel work on the studio’s other title, Gloria Victis MMO.
Krovlun is my most recent hobby project, an MMO game prototype built on a custom networking solution I developed as part of my master’s thesis. The game is currently being fully developed by me, with a planned release on Steam Early Access around Q2 2025
DinoCalypso is an online 1v1 game where players cast meteors on their opponent’s dinosaur herds while defending their own. The game was developed during a 24-hour HackYeah jam. My role in the project involved co-designing the gameplay mechanics and programming the multiplayer functionality.
Factory Sim is a university project designed to help users map out production processes, set processing times, and adjust probabilities for random events such as machine errors or malfunctions. It also generates reports with key management metrics, including i.e. Overall Equipment Effectiveness (OEE).
Sumo Seals is a split-screen versus game where players compete against others and AI-controlled bots, aiming to push opponents off an iceberg and be the last seal standing. The game was developed during a 48-hour Global Game Jam. My role included programming shaders, designing gameplay mechanics, and co-designing the overall experience.
MeU is a social game where players guess each other’s views on various topics, making it ideal for groups looking to get to know one another better. This is a solo project where I experimented with different AI models and frameworks to enhance the live question generation process.
RaveYard is a top-down action game where players take on the role of a gravedigger, battling to restore peace in a cemetery overrun by the undead. The game was developed during a 48-hour Slavic Game Jam. I contributed as the multiplayer programmer, co-gameplay programmer, and designer.