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Game & Engine Programmer · Belgrade, Serbia

Dragutin Sredojević

I'm a self-taught game and software developer with over 8 years of hands-on experience and around 20 freelance clients around the world. I build the demanding parts of games from the ground up, including real-time physics, rendering and multiplayer, mostly in Unity with C# and in C and C++.

8+
years building
~20
freelance clients
11
projects shipped

Selected work

All projects →
Quadcopter Build

Quadcopter Build

Hardware | component research | FPV flight testing

A hands-on quadcopter project where I researched the parts, ordered the frame, motors, propellers, flight controller, battery and FPV gear online, then assembled and wired the drone myself. I treated it like a full build rather than a kit: matching the power system, checking weight and thrust, keeping the wiring serviceable and flight-testing the result outdoors until it felt stable.

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Billiards Game

Billiards Game

2023

Solo · Unity · C# · Android

A complete billiards game I built and shipped on my own for Android. It runs on custom ball physics I worked out from the equations of motion, with responsive aiming and a UI that adapts to both portrait and landscape. I built a small in-house editor to lay out the levels, added an in-app shop for cues, and tuned the whole thing to hold a steady frame rate across a range of phones.

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Billiard Template

Billiard Template

2023

Unity template | billiards physics | Asset Store product

A reusable Unity billiards template I published on the Asset Store. It packages the billiard physics, table setup, aiming controls, camera modes, sample gameplay UI and documentation into a project other developers can use as a starting point. Under the hood it uses an event-driven collision model with Unity Jobs and Burst so the simulation stays accurate and fast enough for a polished billiards game.

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Impulse

Impulse

WIP

C# · physics engine · collision detection

A rigid-body physics engine I am writing from scratch. It does narrow-phase collision detection with GJK on the Minkowski difference for convex shapes, then resolves contacts with an impulse-based solver. The goal is to understand real-time simulation from first principles.

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What I work on

Languages
C#, C, C++, Python, JavaScript, PHP
Engines & Tools
Unity (Jobs, Burst, IAP), Git, Blender, Photoshop, Illustrator
Graphics
OpenGL, GLSL shaders, custom real-time rendering
Physics
Rigid-body dynamics, collision detection (GJK, Minkowski), numerical integration
Networking
Photon, Unity Netcode, ENet, UDP, custom net layers
Engineering
FEM analysis, numerical methods, CAD/CAM, automatic control

Get in touch

Open to interesting roles and collaboration. Email is the fastest way to reach me.

onedragutin@gmail.com