Location: Warsaw, Poland Remote: Yes (EU / UK-eligible time zones) Willing to relocate: No — remote, or on-site in Warsaw Technologies: C# / .NET, Unity (DOTS / ECS), C++, multiplayer & deterministic network rollback, lag compensation, procedural generation, performance optimization, UI programming (MVVM), game consoles (PS5 SDK, Xbox GDK)
Résumé/CV: linkedin.com/in/marcinseredynski · portfolio: vigrid.xyz Email: [email protected]
Generalist programmer and technical lead, 20+ years across games and software in C#/.NET, Unity, and C++. I've worn a lot of hats — lead, development manager, senior — across both systems and gameplay. Currently a systems engineer on a top-down action-RPG with solo and co-op PvE/PvPvE. Previously led the gameplay programming team on the MMORPG Ember Sword (C++, ECS/EnTT), built deterministic network rollback and other core systems at BetaDwarf (Unity DOTS/ECS), and did UI programming on Gwent at CD PROJEKT RED. I've also done UI work with MVVM (NoesisGUI and WPF-style stacks).
I'm comfortable owning systems end to end — netcode, rollback & lag compensation, creature AI, crafting/looting, movement/interaction, procedural generation, profiling/perf, and MVVM-based UI — and equally at home leading: Agile/Scrum, code review, technical hiring, and release management. On the side I build a variety of projects using Claude Code targeting PC and Steam Deck: a space game inspired by EVE Online, a co-op dungeon heist game, team-management tools, among others.
I'm open to having a conversation about senior, staff, principal or lead roles, desktop/console-first, in Unity + C# or C++ with a custom engine. Open to a C#/custom-engine setup as well.