Game & Engine Programmer · Belgrade, Serbia
Dragutin Sredojević
I'm a game and software developer with over eight years of hands-on experience. I build the demanding parts of games from the ground up: real-time physics, rendering and multiplayer. Most of my work is in Unity with C#, with C and C++ when the job calls for it. Open to full-time game/engine programming roles, remote or in Belgrade.
- 8+
- years building
- ~20
- freelance clients
- 11
- projects shipped
Selected work
All projects →
Quadcopter Build
Hardware | component matching | FPV flight testing
A drone I built from parts rather than a kit. I researched and matched the frame, motors, propellers, flight controller, battery and FPV gear myself, assembled and wired everything, then flight-tested it outdoors until it flew the way I wanted. The interesting part was the systems thinking: balancing weight, thrust and power draw so the whole build stays stable and serviceable.
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Billiards Game
2023Unity Android game | custom billiards physics | shipped on Google Play
A complete billiards game for Android, shipped on Google Play. Custom ball physics, touch-first aiming and power control, a progression map with tutorials and rewards, and cue customization. I wrote the gameplay, the UI flow and the level tooling behind the level library, then spent a long time tuning until shots felt readable and fair on a phone screen.
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Billiard Template
2023Unity template | event-driven billiards physics | Asset Store product
A reusable Unity billiards foundation I sell on the Asset Store: physics, table setup, aiming controls, camera modes, sample UI and documentation, ready to be built into a full game. The simulation is event-driven rather than fixed-step, with collisions predicted and resolved as events, and runs on Unity Jobs and Burst so it stays accurate at high ball speeds without eating the frame budget. It is the second generation of a billiards asset I first sold in 2017, which shipped with its own impulse-based physics engine, friction-driven spin and Photon multiplayer.
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Impulse
WIPC# | physics engine | collision detection
A rigid-body physics engine I am writing from scratch in C# to understand real-time simulation from first principles. Narrow-phase collision detection uses GJK on the Minkowski difference for convex shapes; contacts are resolved with an impulse-based solver.
View projectWhat 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