Skip to main content
pawel SkorupkaPS
Looking for a job

pawel Skorupka

@pawelskorupka

I build and optimize C++ game systems for AAA console, PC, and mobile titles.

Poland
Message

What I'm looking for

I'm interested in game engineering and R&D work involving high-performance C++ systems, platform optimization, porting, AI/ML workflows, Rust, and prototyping in UE5, Unity, Godot, or modern web stacks.

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

QLOC logoQL

Programmer

Jun 2019 - Jan 2026 (6 years 7 months)

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

Vivid Games logoVG

Programista gier

Oct 2013 - Nov 2018 (5 years 1 month)

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

Vivid Games logoVG

Technical Director

Aug 2015 - Jul 2016 (11 months)

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.

Fido Intelligence logoFI

Javascript/PHP Programmer

Jun 2011 - Apr 2012 (10 months)

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

GT

Gdańsk University of Technology

Master's degree, Applied Computer Science

2007 - 2013

Tech stack

Software and tools used professionally

Get matched with your dream remote job

Sign up now and join over 250,000+ remote workers who receive personalized job alerts, curated job matches, and more for free!

Sign up
Himalayas profile for an example user named Frankie Sullivan