MI

Marcin Iwiński

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.

About

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.

  • 12 years' experience
  • Joined March 2026

Industry experience

  • Gaming
  • Software & Internet
  • Media & Entertainment
  • Professional Services

Work experience· 11 roles

Senior Game Engineer · Valve CorporationMay 2024 – Present · 2 yrs 7 mos

Headed 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 · Riot GamesMay 2024 – Present · 2 yrs 7 mos

Led 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 · Blizzard EntertainmentMar 2024 – Present · 2 yrs 9 mos

Architected 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 · BulkheadJul 2021 – Apr 2024 · 2 yrs 10 mos
Senior Game Engineer · Intercept GamesMay 2021 – Apr 2024 · 3 yrs
Senior Game Engineer · Rare LtdJul 2020 – Apr 2024 · 3 yrs 10 mos
Gameplay Programmer · Sumo DigitalNov 2018 – Apr 2021 · 2 yrs 6 mos
Gameplay Programmer/Engineer · Frontier DevelopmentsNov 2017 – Jul 2021 · 3 yrs 9 mos

Education

Master's in Interactive Media / Game Development · Polish-Japanese Academy of Information Technology2013 – 2015
Bachelor Program in Game Development · Future Games2010 – 2013
Bachelor of Computer Science · Warsaw University of Technology2010 – 2013
Bachelor of Science · AGH University of Krakow2010 – 2013

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