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Dragutin Sredojević

Game & Engine Programmer

Physics · Graphics · Multiplayer

Self-taught game and software engineer 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, custom rendering and multiplayer, mostly in Unity with C# and in C and C++, and I take projects all the way to release. I am also finishing a Mechanical Engineering degree that adds a strong foundation in numerical methods and simulation.

Skills

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

Selected Projects

Billiards Game 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.

Billiard Template Unity · C# · Jobs · Burst

An event-driven billiard physics engine I published on the Unity Asset Store. It uses Unity's Jobs system and the Burst compiler for fast multithreaded simulation, with optimization ideas borrowed from commercial engines. It ships with documentation and has a steady base of customers.

Impulse 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.

Graphics Engine C · OpenGL · GLSL

A small real-time graphics engine I wrote from scratch in C with OpenGL for my Computer Graphics course. The demo renders a robotic arm in a lit 3D scene and lets you explore its full range of motion.

SnapNetwork C# · ENet · UDP

A low-level multiplayer networking layer built on ENet over reliable UDP. I used it to explore snapshot and state synchronization for fast-paced real-time games.

Chess Engine C# · bitboards · search

A chess engine with move generation and search. Writing it taught me a lot about low-level optimization, bitboards and performance-critical code, and about how much that work matters for game AI.

Experience

Freelance Game & Software Developer · Self-employed
2017 to Present
  • Delivered custom games, engines and tools for around 20 clients around the world.
  • Took projects from first design through physics, rendering and networking, then optimization, documentation and release.
  • Published commercial assets on the Unity Asset Store with active customers.

Education

Faculty of Mechanical Engineering, University of Belgrade
2019 to 2026 (expected)
BSc Mechanical Engineering (Bachelor Academic Studies)
Coursework in FEM analysis, numerical methods, computer graphics, CAD/CAM and automatic control.

Languages

Serbian (native) · English (fluent)