Hello, I am Dmitry Shtainer, a seasoned software engineering leader with deep experience in game development, real-time graphics, and scalable systems. I have steered large AAA programs, built high-performing engineering teams, and driven R&D to deliver innovative technology and reliable software releases across PC, console, and mobile platforms. I thrive in cross-disciplinary environments, collaborating with design, art, QA, and production to align engineering with business goals. I am passionate about shaping product strategy, designing robust architectures, and mentoring engineers to reach excellence while meeting demanding deadlines. I look forward to bringing my blend of hands-on engineering and strategic leadership to a forward-looking game or software company.

Dmitry Shtainer

Hello, I am Dmitry Shtainer, a seasoned software engineering leader with deep experience in game development, real-time graphics, and scalable systems. I have steered large AAA programs, built high-performing engineering teams, and driven R&D to deliver innovative technology and reliable software releases across PC, console, and mobile platforms. I thrive in cross-disciplinary environments, collaborating with design, art, QA, and production to align engineering with business goals. I am passionate about shaping product strategy, designing robust architectures, and mentoring engineers to reach excellence while meeting demanding deadlines. I look forward to bringing my blend of hands-on engineering and strategic leadership to a forward-looking game or software company.

Available to hire

Hello, I am Dmitry Shtainer, a seasoned software engineering leader with deep experience in game development, real-time graphics, and scalable systems. I have steered large AAA programs, built high-performing engineering teams, and driven R&D to deliver innovative technology and reliable software releases across PC, console, and mobile platforms.

I thrive in cross-disciplinary environments, collaborating with design, art, QA, and production to align engineering with business goals. I am passionate about shaping product strategy, designing robust architectures, and mentoring engineers to reach excellence while meeting demanding deadlines. I look forward to bringing my blend of hands-on engineering and strategic leadership to a forward-looking game or software company.

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Language

English
Fluent
Russian
Fluent
Hebrew (modern)
Advanced

Work Experience

Engineering Excellence - Program Manager at MyWhoosh Technologies
March 1, 2021 - August 31, 2021
Established and oversaw engineering processes focusing on deadlines, backend systems, and product releases with new features. Defined and outlined the project technology stack and infrastructure, contributed to software strategy, and designed the game technology architecture utilizing UE5 World Partition, Procedural Content Generation, and VSM. Managed communication pipelines and workflows among engineering, QA, and production teams to deliver a virtual cycling multiplayer computer sport game. Led successful porting of the project to Unreal Engine 5 technology.
Game Architect at MyWhoosh Technologies
August 1, 2021 - June 24, 2024
Designed and architected the software system, infrastructure, and backend solution for the MyWhoosh product. Utilized AWS services and Google Kubernetes Engine to support a large number of concurrent users. Created development roadmap and coordinated inter-departmental efforts. Proposed major technical game features architecture with Unreal Engine 5 technologies like Nanite, VSM, Lumen, and World Partition.
Technical Director at Playmagic Ltd
April 1, 2019 - March 31, 2021
Evaluated projects for technical design and implementation, analyzed technical risks, developed engineering processes across multiple projects, provided technical leadership, contributed to project development and releases, and managed production pipeline frameworks. Utilized Unreal Engine 5 for projects including FireBird and XIII Remake.
Principal Technical Director at Keywords Studios
April 1, 2016 - March 31, 2019
Established, organized, and managed engineering processes on multiple projects, evaluated technical risks of upcoming projects, contributed to core engine development and refactoring, rendering, graphics, and game engine optimization. Worked on notable projects including Halo Infinite, Rainbow Six Siege, Mortal Kombat X and 11, DiRT, F1, and Saints Row: The Third, involving engine core development and feature implementation.
Technical Director at Pixonic
March 1, 2015 - March 31, 2016
Provided technical leadership and managed mobile multiplayer game development for War Robots using Unity and Photon network solutions. Conducted technical risk analysis, project planning, hands-on programming, and designed mobile game program architecture.
Senior Software Engineer, Graphics at Daybreak Game Company
August 1, 2013 - February 28, 2015
Developed rendering systems to support new features for EverQuest Next and EverQuest Landmark. Worked on voxel systems, LOD rendering, engine optimization, and collaborated with artists, designers, and QA teams to enhance game engine capabilities.
Technical Director at GarageGames LLC
August 1, 2011 - August 31, 2013
Oversaw the technical development of the next-gen Torque3D game engine, leading engine and rendering teams. Designed and developed the rendering pipeline and framework, conducted technical risk analysis, and project planning.
Senior Software Engineer, Graphics at Monolith Production (WB Games)
September 1, 2009 - August 31, 2011
Developed Lithtech rendering engine to support new tech features including deferred rendering for PS3 and D3D11 integration. Implemented rendering features and effects for Middle-earth: Shadow of Mordor and Gotham City Impostors.
Xbox 360 Lead Programmer at Unity Technology
February 1, 2009 - September 30, 2009
Developed Unity game engine for Xbox 360 platform including built-in profiling system, NURBS implementation, and migration from fixed-function to shader-based rendering API.
Senior Software Engineer, Common Rendering Initiative at Electronic Arts
January 1, 2007 - February 28, 2009
Developed common rendering technology for Tiburon RNA engine based games including parallel display list implementation, command buffer, and job-based culling. Designed material and lighting systems, integrated technology into multiple EA sports titles like FIFA, NHL, and NBA. Led development teams and supported game development across platforms Xbox 360, PS3, and Wii.
Research and Development Director at Crytek GmbH
March 1, 2003 - January 31, 2007
Managed CryEngine II development across PC, Xbox 360 and PS3 platforms with 3 teams and 20 people. Supervised Crysis DX10 demo development, coordinated interdisciplinary teams, researched new rendering technologies, optimized engine, managed relations with Microsoft, Nvidia, and EA. Successfully managed E3 demo development and engine patch releases.
Engineering Excellence - Program Manager at MyWhoosh Technologies
March 1, 2021 - Present
Established and overviewed engineering processes with respect to the deadlines, backend system, and product releases with new features. Defined and outlined the project technology stack and infrastructure. Contributed to Software Strategy. Defined and outlined the Game technology design and architecture utilizing UE5 World Partition, Procedural Content Generation frameworks, and VSM. Managed communication pipeline and workflow of engineering, QA, and production teams to deliver the virtual cycling project. Organized cross-disciplinary workflows to deliver a highly multiplayer computer sport game. Led engineering teams to successfully port the project to Unreal Engine 5 technology.
Game Architect at MyWhoosh Technologies
August 1, 2021 - Present
Designed and architected the software system and infrastructure of MyWhoosh product and development processes. Designed the product backend solution based on AWS services and utilized Google Kubernetes Engine. Defined technology stack of multiplayer system to support a high number of connected users. Created development roadmap and inter-department coordination system. Proposed major technical game features architecture utilizing Unreal 5 and AWS technologies to support extremely high number of players. Utilized AWS technology stack for backend systems.
Technical Director at Playmagic Ltd
March 1, 2021 - July 17, 2025
Evaluated projects for technical design and implementation, analyzed technical risks for production. Developed engineering processes for multiple projects. Provided technical leadership and individually contributed to project development and releases. Designed and managed implementation and deployment of production pipelines and frameworks. Utilized Unreal Engine 5 for projects such as FireBird and XIII Remake on multiple platforms.
Principal Technical Director at Keywords Studios
March 1, 2019 - July 17, 2025
Established, organized, and managed engineering processes on multiple projects. Evaluated upcoming projects from the technical standpoint, estimated technical risk, and provided risk mitigation planning. Contributed to core engine development including refactoring, rendering, and graphics. Organized game and engine optimization processes. Worked on AAA titles such as Halo Infinite, Rainbow Six Siege, Mortal Kombat X and 11, DiRT, F1, and Saints Row: The Third across various platforms and engines.
Technical Director at Pixonic
March 1, 2016 - July 17, 2025
Provided technical leadership and management of mobile multiplayer game development for War Robots. Performed technical risk analysis and project planning. Contributed hands-on programming and software design. Designed and implemented mobile game program architecture using Unity and Photon network solutions.
Senior Software Engineer, Graphics at Daybreak Game Company
February 1, 2015 - July 17, 2025
Developed rendering systems to support new features on MMO engines. Created voxel system and framework for in-house MMO engine. Developed LOD rendering system with smoothness enhancements. Contributed to general game engine development and maintenance focusing on memory and performance optimization while collaborating with artists, designers, and QA.
Technical Director at GarageGames LLC
August 1, 2013 - July 17, 2025
Oversaw technical development of the next-gen Torque3D game engine. Led rendering and engine teams. Designed and developed advanced rendering pipeline and framework. Conducted technical risk analysis and project planning.
Senior Software Engineer, Graphics at Monolith Production (WB Games)
August 1, 2011 - July 17, 2025
Developed Lithtech rendering engine for new tech features including deferred rendering on PS3. Integrated and supported D3D11. Worked on popular games such as Middle-earth: Shadow of Mordor and Gotham City Imposters across multiple platforms.
XBox 360 Lead Programmer at Unity Technology
September 1, 2009 - July 17, 2025
Developed Unity game engine for the Xbox 360 platform. Implemented built-in engine profile system and NURBS. Migrated fixed-function rendering API to shader-based API within the engine.
Senior Software Engineer, Common Rendering Initiative at Electronic Arts
February 1, 2009 - July 17, 2025
Developed common rendering technology based on Tiburon RNA engine including parallel display list implementation, command buffer support, immutable state blocks, and job-based redundant state removal and culling systems. Designed and developed material systems with dynamic lighting. Integrated rendering technology into various EA game titles such as FIFA, NHL, and SSX. Led development teams and managed technology development cycles and integration.
Research and Development Director at Crytek GmbH
January 1, 2007 - July 17, 2025
Managed CryEngine II development for PC, Xbox 360, and PS3 platforms with teams of 20 engineers. Planned and supervised Crysis DX10 Demo development for CES event. Coordinated engine development with design, art, AI, and game departments. Conducted research on new rendering technologies. Managed bug tracking, profiling, and optimization. Successfully managed notable demos and engine releases including Crysis E3 Demo and CryEngine patches. Collaborated closely with Microsoft and Nvidia engineers and liaised with publisher EA regarding project schedule and progress.
Engineering Excellence - Program Manager at MyWhoosh Technologies
August 31, 2021 - July 17, 2025
Established and overviewed engineering processes focusing on deadlines, backend system stability, and product releases with new features. Defined project technology stack and infrastructure and contributed to software strategy. Designed and architected game technology leveraging UE5 technologies and AWS backend solutions. Managed engineering, QA, and production team communication and workflows to deliver a high-quality multiplayer virtual cycling game. Successfully led teams to port the project to Unreal Engine 5.
Game Architect at MyWhoosh Technologies
August 1, 2021 - Present
Designed and architected the software system and infrastructure of the MyWhoosh product including backend solutions using AWS and Google Kubernetes Engine. Defined the technology stack for handling a high number of concurrent multiplayer users. Created development roadmaps and coordinated inter-department efforts. Proposed major technical game features using Unreal Engine 5 technology including Nanite, VSM, Lumen, and World Partition.
Technical Director at Playmagic Ltd
March 31, 2021 - July 17, 2025
Evaluated project technical designs and risks, developed engineering processes across multiple projects, provided technical leadership, and contributed hands-on to project development and releases. Managed implementation and deployment of production pipelines and frameworks using Unreal Engine 5 technologies.
Principal Technical Director at Keywords Studios
March 31, 2019 - July 17, 2025
Established, organized, and managed engineering processes on multiple projects, assessed technical risks and mitigation, contributed to core engine development including rendering and graphics, and organized game and engine optimization. Worked on titles including Halo Infinite, Rainbow Six Siege, Mortal Kombat X and 11, DiRT, F1, and Saints Row: The Third, porting and implementing new rendering features and multi-platform support.
Technical Director at Pixonic
March 31, 2016 - July 17, 2025
Technical leadership and management of mobile multiplayer game War Robots development. Conducted technical risk analysis and project planning. Engaged in hands-on programming and software design, architecting mobile game programs using Unity and Photon network solution.
Senior Software Engineer, Graphics at Daybreak Game Company
February 28, 2015 - July 17, 2025
Developed rendering systems and voxel frameworks for in-house MMO engine to support new features. Managed LOD rendering, memory, and performance optimizations while collaborating closely with artists, designers, and QA teams.
Technical Director at GarageGames LLC
August 31, 2013 - July 17, 2025
Oversaw technical development of the Torque3D engine next-generation version. Led rendering and engine teams, designed and developed modernized rendering pipelines and frameworks, and conducted technical risk analysis and project planning.
Senior Software Engineer, Graphics at Monolith Production (WB Games)
August 31, 2011 - July 17, 2025
Developed Lithtech rendering engine to support new tech features including deferred rendering for PS3 and D3D11 integration. Delivered rendering features and effects for titles such as Middle-earth: Shadow of Mordor and Gotham City Imposters.
XBox 360 Lead Programmer at Unity Technology
September 30, 2009 - July 17, 2025
Developed Unity game engine for Xbox360 platform, including built-in engine profile system, NURBS implementation, and migration from fixed-function rendering API to shader-based API.
Senior Software Engineer, Common Rendering Initiative at Electronic Arts
February 28, 2009 - July 17, 2025
Developed common rendering technology, including parallel display lists, command buffer support, immutable state blocks, job-based culling and sorting frameworks, asset management systems, and dynamic lighting material systems. Designed lighting solutions supporting multiple dynamic lights and integrated tech into multiple EA game titles such as FIFA and NHL. Led development teams and coordinated with game teams on rendering pipeline architecture and optimizations.
Research and Development Director at Crytek GmbH
January 31, 2007 - July 17, 2025
Managed development of CryEngine II for PC and consoles, led Crysis DX10 demo development, coordinated engine development with various departments, conducted research on rendering technologies, optimized engine performance, worked with Microsoft and Nvidia engineers, communicated project progress to publishers, and managed CryEngine licensee troubleshooting.
Program Manager at My Whoosh Technologies
August 1, 2021 - December 1, 2024
Led development and release of automated QA pipelines across game projects; designed cross-project QA pipelines; managed engineering, QA, and production teams; defined development and release processes; contributed to software strategy; implemented new technologies to drive innovation; coordinated with third-party partners to deliver high-concurrency systems; established lifecycle from prototype to production and supported multiple platforms (PC, console, mobile).
Senior Software Engineer, Graphics at Daybreak Games Company
August 1, 2013 - February 1, 2015
Rendered system development to support new tech features; contributed to in-house MMO engine development; memory and performance optimization; worked with artists, designers, and QA to deliver rendering features and stability.
Lead Programmer at Unity Technologies
January 1, 2007 - February 1, 2009
Led Xbox 360 platform engineering for Unity Engine; designed internal engine features, built in-engine rendering pipeline, and migrated fixed-function rendering to shader-based approaches; contributed to cross-platform engine improvements.
Engineering Excellence - Program Manager at My Whoosh Technologies
August 1, 2021 - December 31, 2024
Established and oversaw engineering processes aligned with project deadlines, backend systems, and product releases; defined and led the project technology stack and infrastructure; contributed to software strategy; organized development workflows; built high-performing cross-functional technical teams; implemented automated QA pipelines; designed production pipelines; coordinated with third-party partners to deliver the virtual cycling project across PC, consoles, and mobile platforms.
Technical Director at Gear Games LLC
August 1, 2013 - February 2, 2015
Oversee Torque3D engine rendering pipeline; lead rendering teams; design and develop rendering prototypes; conduct risk analysis and project planning; asset management; multi-platform integration for a high-end multiplayer game portfolio.
Senior Software Engineer, Graphics at Daybreak Games Company (Sony Online Entertainment)
March 1, 2009 - August 1, 2011
Rendered and optimized graphics pipelines; memory and performance optimization; collaborated with artists, designers, and QA; contributed to in-house MMO engine development and rendering features.
Senior Software Engineer, Rendering at Electronic Arts
March 1, 2009 - September 1, 2009
Contributed to the Common Rendering Initiative; performed memory and performance tuning; collaborated with art, design, and QA; improved asset pipelines and rendering workflows.
R&D Director at Crytek GmbH
March 1, 2003 - January 1, 2007
Managed CryEngine II development for PC, Xbox 360, and PS3; planned and supervised CryEngine II DX10 demo for CES; coordinated with design, art, AI, and game teams; oversaw technical leadership and staffing; explored new rendering technologies and trends in computer graphics.
Technical Director at Gear Games LLC
August 1, 2013 - February 2, 2015
Oversee rendering engine development for Torque3D; lead rendering teams; define rendering pipeline architecture; risk assessment and project planning; asset management; integration with multi-platform games.

Education

Master of Science at St. Petersburg State University
September 1, 1983 - September 1, 1988
Master of Science in Mathematics
Master of Science at St. Petersburg State University
January 11, 2030 - December 24, 2025
Master of Science in Mathematics, Theoretical Cybernetics and Computer Science at St. Petersburg State University
January 11, 2030 - December 24, 2025

Qualifications

Master of Science in Mathematics, Theoretical Cybernetics and Computer Science
January 11, 2030 - December 24, 2025

Industry Experience

Gaming, Software & Internet, Media & Entertainment

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