Dmitrij Savickij

Technical Lead

Technical Lead with almost 20 years shipping games across PSP, Wii, PC, macOS, and mobile — 8 titles on in-house C/C++ engine and Unity. Deep expertise in rendering, performance optimisation, tools and engine internals. Progressed from junior programmer to technical lead at Nordcurrent, with the last ~7 years focused on architecture, mentoring, and building teams.

Languages: C, C++, C#, JavaScript, Java, HLSL, GLSL
Engines: Unity, In-house (C/C++)
Platforms: Nintendo Wii, PSP, Android, iOS, Windows, macOS
Tools: Visual Studio, Visual Studio Code, Xcode, Eclipse, NetBeans, Unity Editor, NVIDIA Nsight, Git, SVN, Jira
Process: Multi-branch Git workflow (dev → stage → production), Feature branching with Jira-linked merge requests, Socratic code reviews — guide through questions ('what if X?', 'why not Y?'), not directives

Technical Expertise

Gameplay Programming

  • Enemy behaviour State-machine driven game AI behaviour — patrol/chase/attack cycles, enemy logic for Monochrome Racing and Sniper Online. Deterministic, non-ML patterns suitable for server-side replay and verification.
  • Physics & collisions Basic 2D physics systems, spring-based rope simulation, in-game object movement calculations, 2D/3D collision detection within hierarchical coordinate systems.
  • Multiplayer bot system Bot system for Sniper Online — player input simulation via client API, sniper ballistics calculations, server-authoritative replication.
  • Minigame systems High-velocity minigame production on Wii (101-in-1) — rapid delivery of diverse minigames under tight schedules.
  • Game loop & progression Win/lose conditions, scoring systems, level progression and save-state management.
  • Demo & edition stripping Demo builds and multiple edition variants with progression locking.
  • Input handling Multi-platform input abstraction covering touch, Wii Remote, gamepad, keyboard/mouse across PSP, Wii, mobile, and PC.
  • Camera systems Follow cameras, constraint-based rigs, and smooth interpolation for 2D and 3D gameplay scenarios.
  • Platform porting Game ports to WiiWare and PSP Minis; PC titles additionally ported to mobile.
  • Level & balance tooling In-game and editor-side tools for level design and gameplay balancing; balancing parameter requirements determination and editor tooling for tuning game balance; level editors across most titles in the portfolio.

UI Programming

  • Coordinate systems Anchor-relative coordinate systems for resolution-independent UI across mobile and desktop.
  • In-house 2D editor Collaborated on an in-house 2D editor — UI export/import pipeline development, and a dynamically generated UI system driven by editor data using object tagging.
  • Animation systems Custom tween animation systems and editor tooling for UI animation.

Tools & Editor Development

  • Level & grid editors Level editors, grid editor design, editor extensions and Unity package development across most titles in the portfolio.
  • Exporter pipelines Collaborated on pipeline modifications to expand exporter functionality — platform-based content stripping/exporting and custom stripper/exporter support; integrated custom shader support for 2D editing tools.
  • Data serialisation Binary, XML and JSON serialisation tooling for level, balancing and 2D layout data; FlatBuffers integration for minimal parse overhead on constrained hardware.
  • Texture pipeline Texture import/export/post-processing tooling supporting multiple platform formats (DXT/DXN, PVRTC, ETC/ETC2, ASTC, PNG, JPEG+A, WebP and other native formats).
  • Visibility checker Custom tool for Sniper Online verifying that all enemies are visible from a selected spawn point and that the spawn point is visible to all enemies.

Performance Optimization

  • Render call reduction Shader-swap optimisation — instead of resetting shader state and parameters each draw call, most parameters were moved to vertex buffers; reduced state changes and covered ~90% of render calls with a single shader.
  • Particle & UI rendering Particle system, UI, and animation render optimisation.
  • GPU/CPU profiling Shader cost reduction and GPU/CPU bottleneck debugging across mobile and desktop targets.
  • Memory & heap RAM size/allocation optimisation; collaborated on custom heap management expansion and optimisation.
  • Performance test suite Developed engine/game-level performance tests covering memory, CPU, GPU capacity and I/O speeds; results drove runtime decisions on texture compression and framebuffer configuration.
  • Runtime tuning Runtime texture compression and framebuffer settings adjusted based on performance test results; data binarisation (FlatBuffers, custom binary formats) to minimise I/O cost at load time.

Rendering & Graphics

  • Legacy pipelines Fixed-function pipelines on PSP/Wii and DirectX 9, including optimization patterns and constraints.
  • Modern shader pipelines OpenGL 2.0+, OpenGL ES, DirectX 10/11, Unity (HLSL, Shader Graph).
  • Shader work Flow-maps, normal maps, water refraction, gaussian blur, black/white shader, masking pipelines; "color-as-data" approach.
  • Water rendering 5-layer water (fixed pipeline), flow-map water with refraction, "half-frame water" for low-end mobile devices.

Game Engine Internals

  • Object pools Generic/template object pool implementations in C++ and C#.
  • ExpandableList C++ ExpandableList — grows when full, never contracts; used for hot allocation paths.
  • Pathfinding Pathfinding algorithm optimisation and navigation mesh integration within in-house engine.
  • Engine integration Third-party source modification and integration; engine adaptation for project-specific needs.
  • 3D math Vectors, matrices, quaternions, coordinate space transforms; applied across physics, camera, collision and rendering systems.
  • Bit manipulation & binary data Bitwise operations for flags, masks and compact data packing; binary data format design for efficient serialisation. Implemented next-power-of-two calculation (used for GPU texture memory alignment).

Security & Anti-Cheat

  • Server-authoritative logic Game state verified server-side; clients cannot manipulate outcome — shipped across Sniper Online, Building the Great Wall of China, and subsequent titles.
  • Anti-piracy Anti-piracy measures on mobile and desktop titles.
  • In-app purchase verification Server-verified IAP receipts via authoritative third-party server.
  • Anti-cheat backend Node.js/TypeScript anti-cheat backend developed during Building the Great Wall of China — designed as a multi-project compatible solution; later superseded by a different approach.

Technical Leadership

  • Architecture decisions Technical direction, architecture decisions and code review across multiple shipped titles.
  • Code review Socratic review approach — guide through questions ('what if X?', 'why not Y?') rather than directives; reasoning sticks better than corrections.
  • Sprint planning Scrum-based workflow with 3-month milestones broken into 1–2 week sprints; weekly standups for lightweight sync; monthly 1-on-1s focused on growth, blockers, and career development.
  • Hiring Full hiring pipeline: interview design, candidate evaluation, onboarding.
  • Mentoring 1-on-1 sessions, feedback, performance improvement plans; mentored entry-level developers to independent engineers. Teams of up to 10 programmers.
  • Teaching Whiteboard sessions on coordinate systems, geometry/trigonometry, architecture; internal lectures on optimisation and Git; public talk at LOGIN Game Fest 2017.

Game Physics & Simulation

  • Spring-chain simulation Fishing-line physics using a spring-chain system (101-in-1 Wii).
  • Racing physics Racing physics tuning and collision/constraint handling adapted for target platforms (Monochrome Racing, 101-in-1 racing minigames).
  • Artificial horizon Artificial horizon UI element for flight game using fixed-function render pipeline (101-in-1 Wii).

DevOps & Infrastructure

  • Build pipelines Multi-platform CI/build runner infrastructure for Win/Android/iOS/Mac.
  • Game servers Multiplayer server deployment, fleet/flex configuration and matchmaking for Sniper Online.
  • Self-hosted infra Deployment on virtual servers; CI-integrated autoscaling where applicable.

Career

Nordcurrent (2008 – 2025)

Game Programmer → Senior Programmer → Technical Lead

  • Gameplay, UI, AI, Physics, tools, and rendering development on in-house engine and Unity
  • Technical leadership: architecture decisions, code review, mentoring, onboarding
  • Anti-piracy and anti-cheat systems (server-authoritative logic, fraud prevention)
  • DevOps and infrastructure: build pipelines, deployment automation, game servers

Developed Games (Latest → Earliest)

Unannounced Mobile Project

Technical Lead | Nordcurrent | 2022 - 2025

Platform: Mobile | Engine: Unity

  • Supervised and spearheaded grid system with saving, exporting, and dynamic runtime loading capabilities
  • Supervised and helped develop in-game object generation mechanic and supporting editor tools
  • Mentored and onboarded new programmers into the company — maintained velocity and code quality despite frequent team rotation
  • Team time management, capacity planning, and deadline prediction
  • Code quality supervision — architecture reviews, coding standards, merge request policy

Sniper Online: World War II

Technical Lead | Nordcurrent | 2022

Platform: Mobile | Engine: Unity

  • Full technical leadership: architecture decisions, code review, mentorship, and recruitment
  • AI bots with sniper ballistics calculations and server-authoritative replication
  • Visibility check tool — verified that enemy spawn points were visible to other players
  • Anti-cheat systems and server-side fraud prevention
  • DevOps: multiplayer server deployment, fleet/flex configuration, matchmaking algorithm

High School: Love and Fashion

Senior Programmer | Nordcurrent | 2019

Platform: Mobile | Engine: Unity

  • Mask-based location selection system for scene navigation
  • Dynamic character animation system — in-game order-dependent character appearance with hundreds of combinations
  • Developed a dynamic level design system — generalised 3 different gameplay mechanics into a single unified system
  • Level editor with visual settings for in-game character visualisation
  • Mentoring and teaching junior developers

Building the Great Wall of China 2

Senior Programmer | Nordcurrent | 2015

Platform: Windows, Android, iOS, macOS | Engine: In-house

  • Gameplay/UI, water shaders with flow maps and refraction, multi-platform CI/builds
  • Water shader with flow map and refraction effect implementation (custom flow per level)
  • Optimized for legacy hardware: "half frame water render" technique for low-end devices
  • Runner and auto-build infrastructure for multi-platform deployment (Win/Android/iOS/Mac)
  • Progress tracking on cloud and anti-cheat prevention (server-verified minimum level completion time)

Building the Great Wall of China

Senior Programmer | Nordcurrent | 2014

Platform: PC, Android | Engine: In-house

  • 5-layer water using the fixed rendering pipeline
  • Anti-piracy, cheating, and fraud prevention
  • In-app purchase verification via authoritative third-party server
  • DevOps: deployed and maintained backend game servers
  • Minimum system requirements: WinXP, 1.6 GHz CPU, 1 GB RAM, DirectX 9 — optimised to run on very low-end hardware

Monochrome Racing

Senior Programmer | Nordcurrent | 2013

Platform: Mobile | Engine: In-house

  • Joined as the 4th developer after several predecessors left the company — the project was in a difficult state with accumulated technical debt
  • Tasked with shipping the game as-is, without budget or scope for major rework
  • Tracked down and fixed a critical release-only crash (C++ string buffer overflow) that had blocked the release
  • Shipped on deadline — not a project I'm proud of, but a lesson in pragmatic delivery under constraints

101-in-1 Sports Party Megamix

Game Programmer | Nordcurrent | 2012

Platform: Nintendo Wii | Engine: In-house

  • High-velocity minigame production — rapid delivery of diverse minigames under tight schedules
  • Fishing line physics using a spring-chain simulation system
  • Artificial horizon UI element for the flight game using the fixed-function render pipeline

Arcade Essentials - Classics with a Modern Twist

Game Programmer | Nordcurrent | 2008 - 2011

Platform: PSP Minis, Nintendo Wii | Engine: In-house

  • First commercial project — a collection of modernised arcade remakes
  • Implemented: Galaga / Galaxian, Missile Command, Q*bert, Bubble Shooter
  • Q*bert on a hexagonal pyramid: designed and tested 4 different input schemes before settling on the final one

Education

Vilnius UniversityBachelor's degree in Informatics

Public Speaking

Ko reikia siekiant tapti žaidimų programuotoju?

LOGIN Game Fest 2017 | Žaismo DNR

Lecture on variety of skills required for game developer.

Internal Lectures

  • History of Version Control (2022) — Introduction into version control — why it's needed, how it's used, and the evolution of version control systems.
  • Project Setup (2018) — Instructions on project setup and workflow recommendations for new and existing team members.
  • Git vs SVN (2017) — Version control system comparison — changes between SVN and Git, how to transition, and why Git is better suited for collaborative game development.
  • Optimisations (2016) — Art export, splitting and compression recommendations; programmer optimisation concepts; how sprites can be rendered with static vertex buffers, benefits of vertex indexing. Delivered in Lithuanian, Russian and English.

Languages

Lithuanian (Native), Russian (Fluent), Polish (Fluent), English (Fluent)

Contact

Email: hire@opsenas.top

LinkedIn: dmitrij-savickij-ab6988144

Location: Lithuania