I am a seasoned technical director and software architect with expertise in software engineering and game development. My career spans nearly three decades in the gaming industry, where I specialize in designing and implementing cutting-edge game engines, real-time graphics systems, realistic physical simulations, and autonomous systems. I have played key roles in developing numerous successful titles shipped across platforms. As a co-owner of several game studios, I bring strategic insights and a deep understanding of project management to the table. If you are looking to elevate your game project with robust technical solutions or need guidance in technical game design, I am equipped to deliver high-quality results.

Paweł Mrocheń

PRO

I am a seasoned technical director and software architect with expertise in software engineering and game development. My career spans nearly three decades in the gaming industry, where I specialize in designing and implementing cutting-edge game engines, real-time graphics systems, realistic physical simulations, and autonomous systems. I have played key roles in developing numerous successful titles shipped across platforms. As a co-owner of several game studios, I bring strategic insights and a deep understanding of project management to the table. If you are looking to elevate your game project with robust technical solutions or need guidance in technical game design, I am equipped to deliver high-quality results.

Available to hire

I am a seasoned technical director and software architect with expertise in software engineering and game development. My career spans nearly three decades in the gaming industry, where I specialize in designing and implementing cutting-edge game engines, real-time graphics systems, realistic physical simulations, and autonomous systems. I have played key roles in developing numerous successful titles shipped across platforms. As a co-owner of several game studios, I bring strategic insights and a deep understanding of project management to the table.

If you are looking to elevate your game project with robust technical solutions or need guidance in technical game design, I am equipped to deliver high-quality results.

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Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate

Language

Polish
Fluent
English
Advanced
German
Beginner

Work Experience

Co-founder at We Open Eyes
August 1, 1999 - July 1, 2002
Co-founded a game development studio; designed and implemented the in-house game engine and subsystems (C++, OpenGL); shipped Starmageddon / Project Earth.
UI Subsystem Engineer at Lemon Interactive
September 1, 2002 - October 1, 2002
Improved the UI subsystem of the LithTech Talon engine; contributed to releases such as Nina: Agent Chronicles and Nina: Trilogy.
Co-founder at City Interactive (now CI Games)
November 1, 2002 - October 1, 2006
Co-founded a game development studio; led technical direction and engine development.
Technical Director at City Interactive (now CI Games)
November 1, 2006 - September 1, 2008
Directed engineering teams; established coding standards; developed visuals and shaders; improved Chrome Engine; shipped multiple titles including Terrorist Takedown series and more.
Co-founder at Nano Games
July 1, 2009 - September 1, 2014
Co-founded a game development studio; led engineering; designed and implemented in-house game engine and tools; developed autonomous behaviors and vehicle simulations; shipped Reef Shot and related titles.
CTO / Technical Director at Nano Games
October 1, 2014 - December 1, 2015
Directed technical strategy and quality across the studio; project due diligence; technology evaluation; prepared technical reports; designed and implemented the in-house engine and toolchain; shipped Cityconomy: Service for Your City (2015).
Technical Director at Nano Games
January 1, 2016 - Present
Providing direction and maintaining the quality of all technical aspects of the studio; mentoring engineering staff; coordinating with art, design, QA, and production; evaluating technologies; preparing technical reports; leading projects to release; designing and implementing the in-house game engine and subsystems; developing vehicle simulation, autonomous behaviors, and visual effects; released titles including ZAMB! Redux (2018), ZAMB! Endless Extermination (2019), Offroad Truck Simulator: Heavy Duty Challenge (2023), and Military Logistics Simulator (2025).

Education

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Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment

Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate