Hi, I’m Jeff Orczyk, a Unity-focused software engineer with 10+ years of experience shipping commercial game titles and cloud-backed player-data systems. I specialize in multiplayer networking, match-making workflows, persistence architecture, and live-service integrations using Unity Netcode and Azure PlayFab. I’m the founder of an independent game studio with full ownership across gameplay systems, backend services, deployment pipelines, and release management. I’m open to remote, part-time, or contract Unity engineering work (about 10-25 hours/week) supporting gameplay features, multiplayer systems, backend integrations, or live-service tooling.

Jeff Orczyk

Hi, I’m Jeff Orczyk, a Unity-focused software engineer with 10+ years of experience shipping commercial game titles and cloud-backed player-data systems. I specialize in multiplayer networking, match-making workflows, persistence architecture, and live-service integrations using Unity Netcode and Azure PlayFab. I’m the founder of an independent game studio with full ownership across gameplay systems, backend services, deployment pipelines, and release management. I’m open to remote, part-time, or contract Unity engineering work (about 10-25 hours/week) supporting gameplay features, multiplayer systems, backend integrations, or live-service tooling.

Available to hire

Hi, I’m Jeff Orczyk, a Unity-focused software engineer with 10+ years of experience shipping commercial game titles and cloud-backed player-data systems. I specialize in multiplayer networking, match-making workflows, persistence architecture, and live-service integrations using Unity Netcode and Azure PlayFab.

I’m the founder of an independent game studio with full ownership across gameplay systems, backend services, deployment pipelines, and release management. I’m open to remote, part-time, or contract Unity engineering work (about 10-25 hours/week) supporting gameplay features, multiplayer systems, backend integrations, or live-service tooling.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
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Language

English
Fluent

Work Experience

Founder / Software Engineer at DiffGames LLC
January 1, 2016 - Present
Designed, shipped, and supported multiple commercial Unity applications across desktop and mobile with ownership of gameplay systems, multiplayer networking, and cloud-backed persistence in infrastructure. Led full lifecycle delivery including architecture, implementation, release, and post-launch maintenance. Implemented live-service features such as matchmaking, leaderboards, and live session synchronization; designed backend persistence using cloud services and migrated production infrastructure from Parse to AWS. Managed Git-based collaboration across distributed contributors and delivered three production mobile apps and multiple Unity titles, including RaceJam with 10,000+ downloads.
Data Analyst / Automation Engineer at Motor Information Systems
January 1, 2013 - January 1, 2023
Developed automation tooling to accelerate structured ingestion from PDFs, supplier datasets, and web sources. Supported FleetCross relationships (45M+ cross-reference links across 1,200+ manufacturers). Reduced recurring manual extraction workload by 40–70% across production pipelines. Maintained structured publishing pipelines supporting enterprise automotive datasets and coordinated lifecycle handoffs between analyst workflows and engineering delivery pipelines.
Founder / Unity Software Engineer at DiffGames LLC
January 1, 2016 - Present
Designed, shipped, and maintained multiple commercial Unity games across desktop and mobile platforms with ownership across gameplay systems, multiplayer networking, backend services, deployment pipelines, and release management. Implemented real-time multiplayer gameplay using Unity Netcode and built match-making/workflows, persistent architectures, and live-service integrations using Azure PlayFab. Led end-to-end lifecycle from architecture through release and post-launch maintenance.
Automation Engineer (Gameplay‑Relevant Tooling & Data Pipelines) at Motor Information Systems
January 1, 2013 - December 31, 2023
Developed C# automation tooling to extract and transform structured data from PDFs, supplier data, and web sources, enabling scalable data pipelines for large production datasets. Translated data pipelines into game-play tooling; supported FleetCross (45M+ cross-reference relationships across 1,200+ manufacturers). Reduced manual extraction workload by 40–70% across production pipelines. Maintained structured publishing pipelines for enterprise-scale datasets. Led technical training for a six-person offshore production support team. Enabled scalable structured-data pipelines for live-service content.

Education

Bachelor of Science at State University of New York at Brockport
January 11, 2030 - April 24, 2026
Bachelor of Science — Computer Science (Software Development Track) at State University of New York at Brockport
January 11, 2030 - April 29, 2026

Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment