Marcin Iwiński
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
Skills· 16
Languages
- PolishFluent
- EnglishFluent
Industry experience
- Gaming
- Software & Internet
- Media & Entertainment
- Professional Services
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Work experience· 11 roles
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.
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.
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
Education
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