

Available for AAA Roles
ADAM
ABOUT ME
Age: 22 years old
Location: Serbia, Europe
Experience: 7+ years specialized Unity development
Specialization: Gameplay Programming, System Architecture, and Performance Optimization
WALK THE DOG RALLY
A chaotic arcade delivery game where you walk dogs across busy streets while avoiding traffic and managing time pressure.
MY ROLE
Solo Developer: Architecture & system design, Project management, Optimization & WebGL deployment, UI implementation, and Gameplay Systems.
UNITY URP
C#
Physics
SHADERS
Performance Optimization
Object-Oriented Programming
Data-Oriented Design
System Architecture
Technical Systems Stack
01. TRAFFIC SYSTEMS
Scalable traffic simulation featuring real world driving logic, lane navigation, intersection handling, and intelligent vehicle interaction.
Pathfinding optimized for high-density multi-lane highway scenarios.
Optimized to support large numbers of cars simultaneously.
Vehicle logic includes braking, turning, and lane checking.
OPTIMIZATION
CUSTOM PATHFINDING
02. Crowd (NPC) System
High-performance NPC simulation leveraging the Unity Job System and Burst Compiler to handle massive NPC counts with minimal overhead.
Supports 500+ NPCs simultaneously while maintaining 60FPS.
Parallel NPC movement calculations
Instanced skinning for unique visual variety across the crowd.
Job System
Burst Compiler
03. Player Controller
Responsive, highly polished player controller inspired by Super Mario movement principles. nhanced movement feel and animation quality through code-driven polish techniques
Advanced movement mechanics.
Dynamic animation procedural leaning based on velocity vectors.
Custom physics solver for frame-perfect collision response.
ANIMATION
MOVEMENT
04. Destruction System
Real-time physics-reactive chain reactions. Optimized for satisfying environment interaction and visual impact without stalling the main thread.
Objects react to physics impacts and can trigger chain reactions.
Modified Unity physics to create responsive object interactions.
Optimized particle effects for better performance.
COLLISION DETECTION
Chaos Physics
TECHNICAL PROTOTYPES
Movement Prototype
A fast-paced movement prototype developed within 9-10 days, created to explore advanced traversal mechanics inspired by classic arena and competitive shooters such as Quake and Counter-Strike.
The project focuses on momentum-based gameplay, allowing players to preserve and build speed through bunny hopping, grappling, and sliding mechanics. These systems are designed to interconnect, enabling fluid traversal and skill-based movement expression across the environment.
Key Tech Used
C# PHYSICS
CHARACTER CONTROLLER
REPLAY SYSTEM
VECTOR MATH
Spicy2048 - Merge Blocks
The game was released on Google Play
Spicy2048 is my take on the classic 2048 puzzle game, built with extra polish and a few quality-of-life improvements.
I focused on making the game feel smooth and satisfying to play, with clean grid movement and responsive controls. I also added an Undo feature, allowing players to revert their last move if they make a mistake, along with a high score system to track progress between runs.
Key Tech Used
Complex Grid
Mobile Input
Polish
PUBLISHED GAME
PinPin My Ball
The game was released on Google Play
PinPinMyBall is a small mobile game built around pinball-style gameplay and physics. The goal was to create something simple, fun, and a bit chaotic while experimenting with my intentionally “bad” and goofy art style to give the game its own personality.
Key Tech Used
Pinball physics
Mobile Input
2D
PUBLISHED GAME
2D shooter Prototype
This is a small prototype built in one day to demonstrate how a game can still feel polished, smooth, and satisfying even with little to no art assets.
The focus of this project was on building flexible gameplay systems rather than visuals. It includes a data-driven gun system, allowing new weapons to be created quickly and easily. Guns can be swapped, dropped, and equipped through a simple inventory system.
Key Tech Used
Inventory
CHARACTER CONTROLLER
Gun system
Roguelike leveling
Mage game Prototype
Prototype featuring a WoW inspired camera system where left click rotates the player with the camera, while right click freely orbits around the player. Includes a camera spring system for jump and landing to add more life to movement.
Character visuals are enhanced with cloth and hair physics. The project also includes a data-driven ability system, allowing new abilities to be created in seconds and easily used to build different classes like mage, warrior, or druid.
Key Tech Used
Camera System
CHARACTER CONTROLLER
Abilities
Classes













