Commercial backup and disaster recovery platform for DevOps and cloud environments (GitProtect, Xopero ONE). I work on the core of its .NET backend: backup and restore integrations and bug fixes for Azure DevOps, GitLab, GitHub, Jira, Confluence and Microsoft 365 / SharePoint; credentials rotation during backup that prevents throttling delays; integration with external secrets managers (Azure Key Vault and AWS Secrets Manager); AES-GCM encryption; and new Azure Blob Storage features for immutable storage. For security hardening, I recompiled the C libraries used for compression and encryption (libzstd, liblz4, libcrypto and others) with security-oriented compiler flags. I also analyse new features, do code reviews and help the customer support team diagnose technical issues and deliver fixes.
Technologies: C#, .NET, Azure, SQL, EF Core, SignalR, Windows, Linux, Docker, Hyper-V, TeamCity, Claude Code.
Link: GitProtect Xopero ONE
Social media platform for petrolheads and a playground for testing various things in .NET. The core is a backend Web API split into multiple projects following Clean Architecture, using the CQRS pattern with MediatR and the Result pattern. Data access is built on Entity Framework Core with a SQLite database, and the logic is covered by unit tests written with xUnit, NSubstitute and FluentAssertions. A small Blazor web app serves as a test frontend for the backend functionality.
Link: GitHub
Result pattern implementation for .NET projects
Link: GitHub
Driving simulator for medical applications. I've created core game systems such as scenario management, traffic integration, vehicle controller, camera system. Took on the role of programmer team leader, I was responsible for development strategy, developer coordination and support, communication with client.
Link: 4Experience Portfolio STISIMDrive
Created new game features like power-up system, capture control point game mode, voice chat between players, also was working on improvements of existing systems such as multiplayer communication, OptiTrack integration and game admin tools. I was responsible for refactoring the project architecture - splitting code into three modules consisting of Arena shooter, Archviz visualisation and common core (logic/assets).
Link: 4Expierence Portfolio
Created in a small team, where I was the only programmer.
Link: Steam
First game after I've joined LMG, I was working on it since project creation.
Link: Steam
Link: Steam
F2P casual games made for Mobile Arts (currently tappaz.games). They use Firebase, Google Play Services, Admob with mediation for advertising, local notifications and services like Facebook, Crashlytics, Soomla or Tenjin. Speed Ball is based on my own app - Curve (below). Some of them were removed from store, alternate links provided.
Also helped with:
Balls Control Glow - Apkpure
Games made by myself. They used Admob, Firebase, Google Play Services and other tools from my framework described below. They were published on the Play Store but due to lack of updates they were removed.
CubeRun
My first game made in Unity and first one released on the Play Store.
Curve
Casual game with multiple gamemodes based on curves.
Cutter
Was used for my mobile games. It helped with the development and debugging of F2P mobile games with pre-configured services: Firebase (Remote Config for own interstitials, notifications or analytics), Admob, Local Notifications. Also provides additional editor tools, own event system, MVVM architecture, Dependency Injection based on Autofac and many small utilities for easier and faster development.
Code: GitHub
Link: Youtube
NEXT is unannounced private project. It is based on unique voxel engine which combines two types of environment for more possibilities - Minecraft style cube blocks and marching cubes. Whole project is based on Unity Data Oriented Tech Stack. Creating terrain and mesh data is done with Job System (with Burst compilation) and chunks are entitities from ECS.
Currently there is endless universe with two types of tiny planets, generation is based on seed. Everything can be destroyed, player can place both style of blocks and mix them.
Unity asset for rendering view on triple monitor setups, was supposed to be used in driving simulator.
Link: GitHub
Mediator pattern implementation for Unity.
Link: GitHub
Allows sharing of data across the application, facilitates work in the editor through the use of scriptable objects.
Link: GitHub