UE5 & Native & Unity Developer
[C#, C++, HLSL/GLSL /
XR]
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.
Development and programming for the mobile game Blacksmith Forge (iOS, Android). Implemented user interface systems, audio management, animation systems, Google Play/Game Center networking services, and monetization modules.
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.
Designing core gameplay, architecture, and logic for mobile games (e.g., Jumpinite for iOS/Android/Tizen). Integrated ad mediations, Google Play Services, Apple Game Center, in-app purchase systems, and analytics. Created 2D/3D graphical assets, UI, textures, models, and skeletal animations.
Developing advanced virtual reality environments using Qualisys Motion Capture (QTM) systems, HTC Vive Pro, and Oculus Rift headsets. Designed dedicated interaction algorithms, optimized Inverse Kinematics (IK) systems, multi-user networked environments for Oculus Quest, and high-performance, real-time interactive fluid simulations for professional training simulators.
Porting and optimizing games between leading platforms, such as:
Xbox, Play Station,
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.
Creating extensible frameworks, designing and developing universal, highly scalable architecture serving as the foundation for all studio titles (from arcade to idle genres). Managing development direction based on analytics and A/B testing. Implemented economy systems, in-app purchases, Ad Mediation, achievements, leaderboards, and multiplayer functionality. Developed dedicated editor extensions and data protection systems against tampering.
Defining architectural guidelines, code structure, and technological standards across the company. Supported and automated CI/CD processes and Cloud Build. Created immersive XR interactions and procedural 3D avatar animation systems based on layered Inverse Kinematics. Designed and implemented a proprietary networking engine (prediction, replication, security), optimized ultra-low latency video/audio streaming, and built backend servers (NodeJS/Deno). Developed custom HLSL shaders and Compute Shaders.
Served as CTO, managing team operations and technical strategy. Developed core gameplay systems, interfaces, and advanced character mechanics including MetaHumans, IK-driven animations, and multi-tech ragdolls. Optimized game performance and integrated Wwise and Jenkins pipelines.
Directed a senior development team, fostering growth through mentorship and technical training. Spearheaded the implementation of the Wwise Audio System and maintained a Jenkins-based CI/CD pipeline. Profiled and optimized game performance using UE5 Replication, Nanite, and Lumen and other engine technologies.
Led architectural design and optimization, driving the studio's transition from Unity to Unreal Engine 5. Established development workflows, conducted rigorous code reviews, and optimized network replication alongside deep graphics profiling utilizing Lumen and Nanite.
Little collection of experiments, prototypes, and technical explorations.
A playground where ideas
become systems, and impossible concepts become working experiences.
Take a look!
Especially if you have a business offer.
przemek.orlowski@outlook.com
Mobile: (+48) 572 388 637