
Docked
Hardware input systemsCross-platform hardware input architecture for a driving and simulation title, covering steering wheels, flight sticks, force feedback, and non-standard controllers.
// Hi !
I love making games: turning ideas into systems, finding the right feel, and seeing all the moving parts come together into something people can play.
For more than seven years, Unity has been my main tool. I work across gameplay, UI, Editor tooling, performance profiling, native C++ plugins, and platform SDKs — wherever the game needs me. I care about thoughtful solutions and code that stays understandable, reusable, and reliable in production.

Cross-platform hardware input architecture for a driving and simulation title, covering steering wheels, flight sticks, force feedback, and non-standard controllers.

Adaptation of a dense PC-first interface for Xbox and PlayStation consoles, with a focus on controller navigation, performance, and stability.

Xbox and PlayStation porting work on UI-heavy systems, including performance investigation, platform-specific debugging, and critical stability fixes.

Gameplay, combat, progression, UI, internal tools, and prototype architecture for Demon Dungeons, Blighter, and unreleased internal concepts.
Unity Developer
Console porting, gameplay and UI feature development, performance and memory optimization, Editor tooling, native platform integration, and code review.
Unity Developer
Gameplay systems, UI implementation, mobile development, live project support, optimization, and stability improvements.
Belarusian State University · 2014—2018
The most direct way to reach me is by email.