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.
Developed Games (Latest → Earliest)
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
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
Watch trailer: youtu.be/SpKmVRc23Z8
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
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)
Watch trailer: youtu.be/elaWep7U9TI
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
Watch trailer: youtu.be/PwYJNnMi4zo
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
Watch trailer: youtu.be/i1sR7zB-9Qc
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
Watch trailer: youtu.be/KBXo70vjA-s
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
Watch trailer: youtu.be/b0IoVj-06bU