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Mr444-dev/README.md

Michał Rusinek logo

Michał Rusinek

Software Engineer — Real-Time, Game Systems & Backend

C# · Unity · Unreal Engine · C++ · .NET · PostgreSQL · Go · Python

I build complex systems. Then I open them up.


Portfolio GitHub Email


MR Engineering X-Ray — Final, System, Profile, Source


👋 About  ·  01 / Humanity's Last Stand  ·  02 / Blackhole Simulation  ·  03 / PathDrawer

👋 About

I'm a Software Engineer focused on building and understanding real-time, game, backend and performance-oriented systems.

My strongest background is in C# and Unity, where I work with gameplay architecture, AI, tooling, simulation and runtime optimization.

I'm also expanding that systems experience into:

Unreal Engine / C++ · .NET · PostgreSQL · Go · backend engineering

I prefer learning by building systems, measuring their behavior, breaking assumptions and understanding what happens underneath.


🚀 Selected Engineering Work

01 / Humanity's Last Stand

Unity · C# · Real-Time Systems · Mobile

A 3D aerial-combat project built around modular gameplay systems, enemy formations, scalable weapon architecture and mobile-oriented performance.

Engineering

  • modular enemy formation and wave pipeline
  • reusable weapon strategies
  • enemy state and movement architecture
  • projectile and VFX object pooling
  • Unity Jobs / Burst-oriented workloads
  • Firebase-backed persistence
  • Addressables
  • mobile profiling and optimization

Areas

Gameplay Architecture AI Real-Time Performance Jobs/Burst Pooling

What interested me most

Maintaining modular gameplay architecture while keeping runtime cost predictable as the number of:

  • enemies
  • projectiles
  • raycasts
  • effects
  • gameplay systems

increased simultaneously.

Explore repositories →


02 / Blackhole Simulation

Unity · C# · Compute Shaders · GPU Simulation

A real-time gravitational simulation exploring parallel computation, particle workloads and technical visualization.

Engineering

  • GPU-driven simulation
  • Compute Shaders
  • parallel particle processing
  • simulation scaling
  • real-time visualization
  • CPU/GPU workload analysis
  • profiling

Areas

GPU Compute Simulation Rendering Compute Shaders Performance

Engineering question

How does the behavior and scalability of a simulation change when expensive workloads move from CPU-side processing to massively parallel GPU execution?

Explore repositories →


03 / PathDrawer

Unity · C# · Tools · Geometry

A reusable Unity tool for drawing, inspecting and visualizing paths and trajectories.

Engineering

  • reusable tooling
  • runtime visualization
  • trajectory representation
  • geometry processing
  • configurable workflow
  • debugging visualization

Areas

Tools Development Unity C# Geometry

The goal was not simply to implement another gameplay feature.

It was to turn a recurring development problem into a reusable engineering tool.

Explore repositories →


🧠 Engineering Areas

🎮 Real-Time & Game

C# · Unity · Unreal Engine · C++

Gameplay systems
AI
State machines
Simulation
Physics
Runtime tooling
Performance

⚡ Performance & GPU

Jobs · Burst · Compute · Profiling

CPU/GPU profiling
Object pooling
Memory behavior
Allocations / GC
Parallel workloads
Scaling

🖥 Software & Backend

.NET · ASP.NET Core · Go

APIs
Architecture
Concurrency
Testing
Reliability
Services

🗄 Databases & Data

PostgreSQL · SQL · Python

Data modeling
Query execution
Indexing
Transactions
Performance
Data processing


🔬 Engineering X-Ray

A finished project is only the first layer.

I like examining software through four views:

┌─────────────────────────────────────────────────────────┐
│                                                         │
│   FINAL  ─────→  SYSTEM  ─────→  PROFILE  ─────→ SOURCE │
│                                                         │
│   What          How it          How it           How     │
│   works         is built        behaves          it works│
│                                                         │
└─────────────────────────────────────────────────────────┘

Pinned Loading

  1. FlappyBird FlappyBird Public

    CMake 1

  2. GalaxyInvaders GalaxyInvaders Public

    CMake 1

  3. Snake Snake Public

    CMake 1

  4. TodoLista-PTN TodoLista-PTN Public

    Forked from jotceg/TodoLista-PTN

    Aplikacja todo na zaliczenie przedmiotu "Programowanie w technologii .NET"

    C#