Donald – C#, Unity, JetBrains
Donald is a senior game developer with deep expertise in C# and Unity3D, including both legacy and modern engine versions. He has led multiplayer and online game projects, demonstrating strong skills in networking, optimization, and software design patterns. Screenings confirm his clear communication, adaptability, and experience working in cross-disciplinary teams.
7 years of commercial experience in
Main technologies
Additional skills
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Let’s get started today!Experience Highlights
Tech Lead
A physics-based multiplayer survival game where every discovery feels like a first. It features infinite procedural worlds, meaningful player interactions, and deep crafting and skill systems that make every action feel intentional and rewarding. User smashes, stacks, and punches their way through the dawn of civilization as they learn to harness fire, craft tools, and outwit nature (or fail trying).
Developed alongside an artist who handled most of the visuals, the project was built by Donald in his spare time with a focus on immersion and systemic depth.






- Was responsible for the core technology, including a custom networking layer built on LiteNetLib with lag compensation to support large-scale multiplayer.
- Developed the scalable world system, interaction framework, and progression mechanics, enabling systems like skill-based efficiency and complex activities such as tree cutting, resource processing, and terrain manipulation.
Tech Lead
A fast-paced physics sandbox climber where users and up to 4 their friends tackle massive levels packed with dynamic structures, movable objects, and endless structures. The game encourages the user to create huge moments with others, some of which will be incredibly positive, while others will be rage-inducing.
The game features a custom networking stack built on top of Unity's lower-level networking layer. This stack was carefully crafted to allow for an impressively authentic physics simulation. The game also features an incredibly fun character. Playing with this character feels intuitive and limitless, and it's fun to watch and highly expressive.




- Was responsible for all of the technical implementation, as well as a large portion of the mechanical and level design.
- Built a light but custom networking solution that is built specifically for this game to provide highly authentic physics simulation over a small group of players in a way that all players will feel part of the same simulation.
- Implemented the character for this game, as well as the supporting tech that perfectly complements the character's abilities. The character is a very carefully crafted "active ragdoll" that reacts to the player's input and the physics world, allowing for a great deal of authenticity and expression.
- Implemented the character's hands to be able to stick to static and dynamic physics objects, and more recently, they are able to produce a punching motion. While climbing a surface, the player can use the directional controls to push their body in the desired direction, making climbing feel intuitive and satisfying.
Senior Game Programmer
A 32-player, fast-paced multiplayer party royale where players dash, jump, and fall across obstacle courses in a fun race to be the last one standing.
This game entered the market to offer a mobile-friendly alternative to games like Fall Guys. This was achieved by using Photon Quantum, a fully deterministic networking engine from Exit Games. Photon Quantum enables complex simulations that remain deterministic regardless of network connection quality, which enabled the impressive 32-player limit and dynamic levels.
The game is definitely aimed at a younger audience, but has since grown to wider audiences thanks to some of the mature features that were added (such as the ability for players to create their own levels).

- Was selected as the senior programmer in a leadership-appointed “strike force” team tasked with onboarding an acquiring studio into the company and proving the company's capability by delivering new content.
- Shipped a new level that became the most successful in the game at the time.
- During this period, also identified key technical, architectural, and organizational shortcomings, which led to several long-term improvement initiatives that continue to benefit the project.
- Went on to lead the “Level Tooling Initiative,” addressing a critical lack of tools and technical support for level designers and artists.
- Helped improve both team health and production quality by fostering open communication, advocating for a more iterative and collaborative production process, and shifting the focus toward empowering individuals rather than purely on output volume.
- Developed tooling that reduced repetitive workflows and enabled greater creative freedom, while also introducing a tech debt triage process that strengthened collaboration between engineering and production.
- Demonstrated the ability to drive meaningful change in a high-pressure, evolving studio environment, which marked a significant step in Donald's growth into a leadership role.
Senior Game Programmer
A competitive mobile endless runner game featuring fast-paced obstacle course gameplay, progression-based unlock systems, seasonal events, and extensive character customization.
The game included swipe-based movement mechanics, collectible rewards, daily and marathon challenges, competitive tournaments, themed race tracks, and upgradeable cosmetic items designed to enhance player progression and engagement.





- Focused on designing and delivering scalable, maintainable systems backed by clear technical proposals and realistic estimations. This approach helped align stakeholders, reduce perceived risk, and demonstrate that complex systems could be built efficiently with the right planning.
- Implemented several core systems, including asset bundling, an extensible flying-object framework, an automated asset import pipeline, and a highly optimized audio system for mobile.
- Supported team growth through mentoring, improved workflows such as version control, contributed to recruitment, and led performance optimization efforts that significantly improved the game.