Domagoj Baronica
Verified Expert in Engineering
Game Development Developer
Zagreb, Croatia
Toptal member since October 19, 2016
Domagoj is a game developer who has contributed to more than ten games (release to the iOS, Android, Amazon, and Steam app stores). He specializes in using the Unity3D game engine and has experience with a wide range of game development challenges such as the implementation of general gameplay, AI, UI, IAP, multiplayer, and shaders.
Portfolio
Experience
- Microsoft Visual Studio - 15 years
- Unity - 11 years
- C# - 11 years
- Unity3D - 11 years
- C++ - 10 years
- Game Development - 10 years
- Git - 5 years
- Unity Cloud Build - 3 years
Availability
Preferred Environment
Git, C#, Visual Studio, Unity3D, OS X, Windows, Back-end Development
The most amazing...
...piece of software I've created is an implementation of a morphing algorithm based on variational implicit surfaces, used for smooth morphing of 2D & 3D objects.
Work Experience
Founder
Morpholine Interactive d.o.o.
- Created a plugin for Blender used for morphing 2D and 3D objects and utilized the plugin to create assets for a game.
- Used and enhanced the Vectrosity plugin for smooth line drawing.
- Created custom shaders for special force field effects.
- Implemented sound groups and dynamic sound mixing.
- Created various Unity editor extensions to enhance the asset production pipeline, manipulate 3D assets, automatize prefab creation, and visualize and manipulate spline paths.
- Implemented cross-platform leaderboards by integrating GameSparks BaaS.
- Done a complete Match 3 project based on a starter kit with added UI, IAP, and analytics. Prepared a distribution package for the iOS store.
Senior Software Engineer
Artivio
- Developed a Unity VR player for a custom-made industrial virtual reality kiosk stand with an integrated VR headset.
- Developed an XR city tour app made for mobile platforms.
- Developed a plugin for PlayCanvas for easy graphics importing from PSD file format.
Lead Programmer
ZEROlife Games Limited
- Created a custom 2D lighting system for a 2D platformer game.
- Used Mecanim for animations and a custom FSM system for logic and created a reasonably complex, non-human player controller: a crocodile.
- Made various Unity editor extensions to enhance the asset production pipeline.
- Developed custom shaders for special 2D lighting effects.
Senior Software Engineer
Studio Pepwuper
- Programmed a cross-platform multiplayer competitive action game with the authoritative game server and dynamic room spawning.
- Programmed a custom player controller with Unity3D pathfinding, player-assisted AI, and item management.
- Integrated Steam User Generated Content by providing a simple in-game editor for custom 3D models.
- Ported an already-released game from a C++ cross-platform engine to Unity.
- Learned many topics from pre-production to release: prototyping, gameplay and player controllers, networking, AI, UI, pathfinding, Mecanim, IAP, analytics, shaders, testing and optimization, mobile store preparation, and distribution.
- Worked on project scheduling, management, and production.
Senior Software Engineer
Amphinicy Technologies
- Designed and produced software solutions for SES-Astra company. Worked on applications used in fields of in-orbital testing.
- Modified and integrated an existing CRM solution to suit customer needs. Also managed the project schedule, coordinated the CRM team, and designed and implemented modules tailored to the customer's requirements.
- Participated as one of the team members responsible for the maintenance and modification of ND SatCom SkyWAN management software.
Experience
Volim Životinje ZOO (I Like Animals ZOO)
https://juhuhu.hrt.hr/igraj/30/volim-zivotinje-zooLight and Dark
The Hatching
Alicia Keys: Mookey
https://www.pepwuper.com/portfolio/client-project-alicia-keys-mookey/I did the majority of the programming work and technical-related tasks as a part of the Studio Pepwuper team.
Buddy and Me
https://www.pepwuper.com/portfolio/buddy-and-me-samsung-smart-tv/I worked as a part of the Studio Pepwuper team on porting the game from Marmalade to the Unity game engine and was responsible for all programming tasks.
Visual Vocab
http://mightyoakgames.com/visual-vocab/I worked as a part of the Studio Pepwuper team and was responsible for all programming tasks.
My Giants
http://www.pepwuper.com/portfolio/my-giants/I was responsible for all programming and other technical-related tasks.
3DAKTA
I was responsible for all programming tasks.
Fluxoid
https://morpholine.itch.io/fluxoidEducation
Master's Degree in Computer Engineering
University of Zagreb, Faculty of Electrical Engineering and Computing - Zagreb, Croatia
Skills
Libraries/APIs
LINQ, Blender Scripting API
Tools
Microsoft Visual Studio, Pivotal Tracker, Slack, Paint.NET, Visual Studio, SugarCRM, Git, Blender
Languages
C#, Java, PHP, HTML, JavaScript, C++, C, Python
Frameworks
Unity, Unity3D, Unreal Engine 4, Unreal Engine
Platforms
MacOS, iOS, Windows, OS X, Linux, Windows Phone, Android, PlayCanvas
Paradigms
Iterative Development, Object-oriented Programming (OOP)
Storage
Unity Cloud Build, MySQL
Other
Game Development, Plastic SCM, Video Gaming, Multiplayer, Gaming, Programming, Algorithms, Unity Game Assets, Back-end Development, Back-end, 3D, Identity Aware Proxy (IAP)
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