Dragutin Sredojević
Game & Engine Programmer
Physics · Graphics · Multiplayer
Game and software engineer with over eight years of hands-on experience. I build the demanding parts of games from the ground up: real-time physics, custom rendering and multiplayer, mostly in Unity with C# and in C and C++, and I take projects all the way to release. Alongside this I am finishing a Mechanical Engineering degree, which adds a solid base in numerical methods and simulation.
Skills
Selected Projects
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.
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.
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.
A small real-time graphics engine written from scratch in C with OpenGL, for my Computer Graphics course at the University of Belgrade. The demo scene renders an industrial gantry manipulator with lighting, shadows and material controls, plus a controllable camera and interactive movement for inspecting the model from any angle.
A low-level multiplayer networking library in C#, built on ENet over reliable UDP. I used it to dig into how fast-paced games stay in sync: snapshots, state synchronization and the trade-off between latency and bandwidth.
A chess engine with a playable Unity board, built to learn how real game AI works under the hood: bitboard position representation, legal move generation and search-based decision making, with a simple interface for playing through positions and watching the engine respond.
Experience
- Delivered custom gameplay, engine and tool work for clients, mostly in Unity and C#.
- Owned technical scope end to end: design, physics, rendering, networking, optimization, documentation and release.
- Built and sold commercial templates on the Unity Asset Store: billiards, procedural terrain, multiplayer survival, neural networks.
Education
Languages
Serbian (native) · English (fluent)