Available to hire
I’m a senior game engineer with 10+ years building online turn-based and strategy systems, focusing on clean, modular architecture and solo-driven MVP delivery using Unity, C#, and modern multiplayer stacks. I design server-authoritative mechanics, territory and resource management, army combat simulations, and a live Game Master admin mode that modulates armies, regions and NPC factions in real time.
I enjoy collaborative product development and mentoring engineers, and I strive to ship robust, scalable gameplay features while keeping stakeholders informed.
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Language
Polish
Fluent
English
Fluent
Work Experience
Senior Game Engineer at Riot Games
May 1, 2024 - PresentLed server-authoritative multiplayer networking and deterministic simulation for up to 10 players in live-service titles. Implemented modular progression, territory and resource systems, and admin tooling. Built live campaign tooling and integrated real-time telemetry to support live operations. Implemented token-based authentication and Unity editor tooling to streamline development.
Senior Game Engineer at Intercept Games
May 1, 2021 - April 30, 2024Automated server deployments and blue-green rollouts using AWS GameLift and Docker to enable zero-downtime updates for persistent campaign sessions. Integrated Photon with a custom UDP transport to support authoritative arbitration and deterministic turn synchronization across distributed clients. Maintained modular progression and ability systems, tuned event retention, and ported legacy simulation components to Unity ECS-friendly patterns to reduce GC spikes. Orchestrated NPC faction behavior with behavior trees and utility scoring to enable emergent PvE strategies. Scaled async turn simulations and reconciliation jobs, reducing server costs by 27% and improving reliability.
Gameplay Programmer at Sumo Digital
November 1, 2018 - April 30, 2021Scripting core combat and movement systems in C++ within Unreal Engine. Implemented deterministic state updates for multiplayer modes, re-factored animation blending and data-driven curves, and improved long-term stability of live services. Instrumented client/server synchronization for smoother gameplay and faster QA feedback.
Gameplay Programmer at Vivid Games
April 1, 2015 - November 30, 2017Developed mobile game features in Unity/C#, including resource generation, timers, and intermittent connectivity handling. Implemented telemetry instrumentation and remote config hooks to iterate on live features and improve retention.
Gameplay Programmer/Engineer at Frontier Developments
November 1, 2017 - July 1, 2021Created modular gameplay subsystems for territorial control and planetary upgrades in a proprietary C++ engine, enabling designer-driven modifiers and unlock trees. Implemented combat mechanics with scalable unit rules and terrain modifiers to support tactical depth. Engineered server-client synchronization for asynchronous turns and simultaneous move resolution, reducing reconciliation errors during alpha tests. Scaled backend services to support player progression, territory maps, and match states for beta testing with thousands of accounts. Validated AI-controlled factions using Behavior Trees and utility scoring to simulate expansion and frontier defense, improving engagement in single-player campaigns. Ported legacy rules into data-driven rule sheets and authored migration tools to preserve design intent while enabling rapid iteration. Introduced network optimizations and telemetry pipelines to monitor retention and economy health, reducing bandwidth usage by 39% via binary delta
Senior Game Engineer at Bulkhead
July 1, 2021 - April 1, 2024Designed core combat and army placement mechanics for a strategy prototype in Unity, enabling asymmetric unit rules and stacking modifiers for tactical depth. Engineered server-client synchronization for asynchronous turns and simultaneous move resolution, reducing reconciliation errors during alpha tests. Scaled backend services with PlayFab and Redis to support player progression, territory maps and match states, enabling 20k unique player accounts in beta. Validated AI-controlled NPC factions using Behavior Trees and utility scoring to simulate expansion and frontier defense, improving engagement in single-player campaigns. Ported legacy gameplay rules into data-driven rule sheets and authored migration tools to preserve design intent while enabling rapid iteration. Improved network bandwidth usage by 39% by switching to binary delta compression and compacted packet formats tailored to turn-based action. Implemented telemetry and analytics pipelines to track retention, resources, an
Senior Game Engineer at Blizzard Entertainment
March 1, 2024 - PresentArchitected and supported a server-authoritative turn system in Unity and C#, enabling up to 10 players per match and deterministic replay for debugging. Implemented a modular resource economy and territory ownership layer with Scriptable Object-driven rules to accelerate content rollout by 40%. Optimized online match flow and reduced average turn latency by 47% through network batching, custom serialization, and UDP state diffs. Led real-time admin consoles enabling on-the-fly army edits, territory maps and NPC faction scripts integrated with PlayFab Admin APIs. Integrated AWS GameLift for session management and autoscaling, enabling 1,200 concurrent matches with media servers and spin-up times under 6 seconds and 99.9% uptime during tests. Implemented telemetry/analytics pipelines to track retention, resources, and economy health using custom events and PostgreSQL storage. Coordinated with remote design and QA in sprint cycles using Jira and Confluence, tightening feature acceptance
Senior Game Engineer at Valve Corporation
May 1, 2024 - PresentHeaded development of a Unity-based turn system supporting up to 10 concurrent players, producing a playable MVP for territory control and army placement; architected server-authoritative match flow; integrated REST endpoints and cloud tooling to support live admin edits with audit logging; built modular pipelines for resource and planet development and JSON-based rule serialization for rapid iteration; implemented deterministic combat resolution and RNG isolation; automated CI/CD with GitHub Actions and deployment hooks to accelerate remote playtests; collaborated with design, QA and stakeholders using Jira/Confluence.
Senior Game Engineer at Rare Ltd
July 1, 2020 - April 1, 2024Designed and implemented territory and progression systems using a hybrid server-authoritative approach, improving long-term player retention; engineered NPC AI using behavior trees and FSM to run autonomous patrols and respond to territorial changes; built live-tuning tools for resource generation and economy; optimized network replication and message batching to reduce turn-sync times; prototyped AWS GameLift and PlayFab backend for session management and persistence; mentored cross-disciplinary teams on modular game-play architectures and C++/Blueprint interoperability.
Game Engineer at Hello Games
November 1, 2016 - May 1, 2020Prototyped planet development tooling and procedural resource distribution for deep progression and base-building; ported combat and instances to a modular architecture enabling per-planet rule sets and NPC actions; enhanced networking determinism via seed isolation and reconciliation; scaled save and cloud-sync for persistent world edits; analyzed performance hotspots with profiling and telemetry, improving stability in large scenes; translated tabletop rules into interactive UI flows and authored editor tools to speed balance/testing; tuned resource spawning and economy for narrative campaigns.
Gameplay Programmer at Vivid Games
April 1, 2014 - November 1, 2016Developed core turn-based mechanics, tile/hex-grid movement, and deterministic combat using Unity and C# for mobile strategy titles; optimized memory and CPU budgets for iOS/Android, reducing memory usage by 28% and enabling smoother multi-turn simulations on low-end devices; implemented retry logic, delta updates and client-side prediction for unreliable mobile connections; built a PNG map importer workflow for external tool map authoring; secured player progression and in-app economy endpoints with authenticated REST calls and server-side validation; performed QA automation and telemetry-driven optimization to improve session cadence.
Education
Master's in Interactive Media / Game Development at Polish-Japanese Academy of Information Technology
January 1, 2013 - January 1, 2015Bachelor Program in Game Development at Future Games
January 1, 2010 - January 1, 2013Bachelor of Computer Science at Warsaw University of Technology
January 1, 2010 - January 1, 2013Bachelor of Science at AGH University of Krakow
January 1, 2010 - January 1, 2013Qualifications
Industry Experience
Gaming, Software & Internet, Media & Entertainment, Professional Services
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Hire a Game Developer
We have the best game developer experts on Twine. Hire a game developer in Denver today.