pawel Skorupka
@pawelskorupka
I build and optimize C++ game systems for AAA console, PC, and mobile titles.
What I'm looking for
I've delivered gameplay, UI, and platform-specific engineering for Techland, QLOC, Vivid Games, BoomBit, and Playsoft across PC, consoles, and mobile games.
At QLOC, I worked on ports, features, bug fixes, and modernization of complex game codebases for PC, PlayStation, Xbox, and Nintendo Switch. My work emphasizes stable performance, clean code, clear workflows, and minimal interference with original projects.
I've contributed to titles including Hellblade: Senua's Sacrifice, Ni no Kuni 1 and 2, Dying Light 2, and Real Boxing. I also led the technical side of MetalFist, setting up pipelines, documenting systems, building early implementations, and evaluating technical candidates.
Alongside game development, I run R&D through Dreaming Dragon, researching local AI agents, RAG workflows, Rust-based tools, and prototypes in UE5, Unity, Godot, and modern web stacks.
Experience
Work history, roles, and key accomplishments
Worked as Senior Game Programmer at Techland.
Involved in various porting work for QLOC contracted clients.
Mostly working with modern game consoles and PC platforms.
Work includes bugfixing, requested features implementation, porting to modern technologies while living clean code and using a solid, clear workflow. Mostly focused on Gameplay/UI/platform specific areas of the project.
Work quality, time and least amount of interference in
Worked on a racing game project in Unity for iOS. Was responsible for implementation of UI part of the game as well as consulting and integrating changes requested by designers.
Making best AAA mobile games. Worked on updates for RealBoxing title and various derivatives of this series. One of earliest acomplishements is introduction of endless run, arcade style game mode, based on already existing closed ring fighting logic. Various bugfixing, optimisations and porting to newer versions of android and iOS using UnrealEngine 3 as a base. Also took part in making of PC/Mac
Responsible for technical side of MetalFist(currently known as Mayhem Combat) mobile game. Tehcnical lead of the project since it's early stages. Prepared documentation, set up pipeline for Art and programming teams. Working on early experiments and implementations of crucial systems of the game. During this project also was handling technical evaluation of new candidates for hire.
Worked on mobile fighting game BladeLords, making cost evalutions for other projects, gameplay programming, bugfixing and porting game projects. All the projects used either Unreal Engine 3 or Unity.
Research & development work on Computer based Language Processing. Technologies developed here were all web-based. Work was done concurently with attending university.
Education
Degrees, certifications, and relevant coursework
Gdańsk University of Technology
Master's degree, Applied Computer Science
2007 - 2013
Availability
Location
Authorized to work in
Salary expectations
Job categories
Skills
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