Dusan Maljkovic, Developer in Belgrade, Serbia
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Dusan Maljkovic

Verified Expert  in Engineering

Bio

Dusan is a talented game designer with a mathematical soul. A recipient of Epic MegaGrants, he loves a good challenge and has created 20+ games. Dusan is proficient in technical-related art, pipeline design, tool programming, project optimization, shader coding, and VFX creation. He has an excellent grasp of both the artistic and technical skillsets required to deliver and launch top products and feels right at home with programming and system architecture design.

Portfolio

Byte Kinematics
Unreal Engine, Programming, Game Design, Technical Design, Administration...
Crater Studio
Unreal Engine, University Teaching, 3D Games, Game Development, Game Production...
Ubisoft
Game Design, Technical Design, Programming, 3D Modeling, Concepting, 3D Games...

Experience

  • Mathematical Programming - 15 years
  • Mathematics - 15 years
  • Programming - 15 years
  • Statistics - 15 years
  • Game Design - 10 years
  • Technical Design - 10 years
  • Management - 10 years
  • Unreal Engine - 10 years

Availability

Full-time

Preferred Environment

Unreal Engine

The most amazing...

...project I've worked on was an Unreal Engine-based Pixel Streaming service for rendering realistic products in a cloud accessible from any device.

Work Experience

CEO | Game Designer | Technical Artist

2017 - PRESENT
Byte Kinematics
  • Delivered many games from initial concept to publishing and maintenance.
  • Assisted as a member of an outsource development team for big names in the gaming industry, such as Wargaming.
  • Adopted new technology quickly and with high proficiency using the industry-leading engine, Unreal Engine.
Technologies: Unreal Engine, Programming, Game Design, Technical Design, Administration, Management, 3D Games, Game Development, Game Production, MMORPGs, Networking, Communication

Unreal Engine Educator

2021 - 2021
Crater Studio
  • Taught Unreal Engine to a new generation of university professors so that they could include it in their curriculum in the future.
  • Participated primarily in the design of the curriculum.
  • Shared my industry experience with students so that they could design a more relevant curriculum for their future students.
Technologies: Unreal Engine, University Teaching, 3D Games, Game Development, Game Production, Communication

Technical Artist

2017 - 2018
Ubisoft
  • Designed and wrote a tool to help streamline 3ds Max to a game engine pipeline.
  • Optimized and upscaled a plethora of 3D models from the previous version of the game to the new one.
  • Found and corrected many pipeline mistakes that resulted in poor PlayStation and Xbox performance.
Technologies: Game Design, Technical Design, Programming, 3D Modeling, Concepting, 3D Games, Game Development, Game Production, Communication

Programmer and Technical Artist

2017 - 2017
Mad Head Games
  • Designed and implemented many gameplay systems on Pagan Online.
  • Developed a 3D asset pipeline for Pagan Online, which included asset creation rules, texture creation rules, engine importing rules, folder organization, and asset referencing.
  • Created and implemented most of the shaders and materials on Pagan Online, now called Pagan: Absent Gods.
Technologies: Unreal Engine, Game Design, Programming, Technical Design, Mathematical Programming, 3D Games, Game Development, Game Production, Communication

Head of Analytics | Game Designer | Technical Artist

2015 - 2017
Eipix Entertainment
  • Designed an automated difficulty balancing system for video games that changes difficulty for a particular player at a given point in time using one's previous plays by measuring frustration levels.
  • Developed an automated system for data analysis and real-time reporting for game sales and performance.
  • Created more than ten games, one of which was Althora, the Samsung Gear virtual reality game featured on the Oculus Quest Store.
  • Designed and implemented a hyper-casual game creation pipeline, which let us push a game from an idea to a store listing in less than a month.
Technologies: Unreal Engine, Programming, Game Design, Technical Design, Mathematical Programming, Management, 3D Games, Game Development, Game Production, Communication

impossiBot for Byte Kinematics

https://store.steampowered.com/app/2006700/impossiBot/
A video game created in Unreal Engine 5 that was developed for and published on the Steam platform. It is pending publishing on the Epic Games Store.

The aim of the game is to make users challenge their finger dexterity by helping a cute bot navigate through an obstacle course full of enemies and reach his final destination in this action-packed puzzle game.

I designed the game, built tools, published it, and managed the team and the project.

Product Configurator for Versuni

https://youtu.be/m0rpM4XZQak
Versuni's Product Configurator empowers users to shape their vision with an intuitive interface that effortlessly guides them through a myriad of customization options. The Unreal Engine's robust capabilities come to life as users witness their selections reflected in meticulously detailed 3D models, capturing every nuance with unparalleled realism.

My hands-on involvement in programming ensures a flawless and responsive experience, allowing users to interact effortlessly with the configurator. From dynamic textures and materials to photorealistic rendering, every feature is meticulously crafted to provide an immersive and visually stunning customization journey.

Versuni's Product Configurator transcends traditional boundaries, offering a cross-platform experience that adapts seamlessly to various devices. It's not just a tool; it's a collaborative canvas where users can effortlessly share their personalized creations, bringing their unique visions to life. Versuni's commitment to innovation shines through in every aspect of this Unreal Engine marvel, redefining the art of product customization.

Rival for SGS & Co

https://youtu.be/d4qRUZ8-o0E
An Unreal Engine project that aimed to create a system where clients could log in and see their products in a photorealistic real-time environment and prepare the scene so they could use it to create renders.

Everything was streamed from AWS through a browser, meaning clients could use it on every single type of device, no matter the specification.

The Unexpected Adventure for Byte Kinematics

https://youtu.be/rrs0YEtQwB8
A multiplatform adventure puzzle game featuring striking art, comic mischief, and cartoon violence, aiming to bring a Nintendo-like experience to other platforms and markets. It is an Unreal Engine project that has received an Epic MegaGrant premium.

The game features a hero who journeys up the tower, solving puzzles and making his way to the top floor to reclaim stolen parts of a broken airship he flew before the crash.

I worked on programming, technical design, technical art, and game design and managed a team.

Product Showcase for Byte Kinematics

https://youtu.be/PUgrCM6J8dI
An Unreal Engine Pixel Streaming project designed for, but not limited to, retail stores for a hands-on experience in product customization.

Businesses can run this app in their retail store and showcase any item with any combination of materials without the need to have the item at hand and waste valuable space.

I worked on programming, technical design, technical art, and game design and managed a team.

Fantasy Battleground: Fun Royale for Wargaming

https://youtu.be/GgPa64Ufuy8
An Unreal Engine epic last-man-standing hack-n-slash Battle Royale game made as an outsource for a high-profile client.

What the game includes:
• Up to ten players in quick, three-minute Battle Royale mode
• Epic battling against friends
• Weapons and items all around the game world
• Upgrading skills and getting unique abilities
• Easy controls
• Cross-platform play for Android and iOS

I managed a team while programming and working on technical design, technical art, and game design.

Pagan: Absent Gods at Mad Head Games

https://store.steampowered.com/app/992640/Pagan_Absent_Gods/
Pagan: Absent Gods is a single-player, fast-paced hack-and-slash action RPG that will challenge your skill in brutal and satisfying combat against countless enemies and larger-than-life bosses. Master all heroes, each with their unique playstyle, and earn unique rewards.

I was in charge of placing core pillars of technical design as well as designing and implementing various systems. I also contributed to different game design aspects and game optimization.

The Crew™ 2 at Ubisoft

https://store.steampowered.com/app/646910/The_Crew_2/
Take on the American motorsports scene as you explore and dominate the land, air, and sea across the entire USA. With a wide variety of cars, bikes, boats, and planes, compete in a wide range of driving disciplines.

I was responsible for developing and overseeing the modeling pipeline as well as some hands-on work related to technical art. The pipeline was developed in a proprietary engine called Babel and Autodesk 3ds Max.

Tom Clancy's Ghost Recon® Wildlands at Ubisoft

https://store.steampowered.com/app/460930/Tom_Clancys_Ghost_Recon_Wildlands/
Create a team with up to three friends in Tom Clancy's Ghost Recon® Wildlands and enjoy the ultimate military shooter experience set in a massive, dangerous, and responsive open world.

I was responsible for developing and overseeing the modeling pipeline as well
as some hands-on work related to technical art. The pipeline was developed in a proprietary engine called Anvil and Autodesk 3ds Max.

Althora at Eipix Entertainment

https://www.youtube.com/watch?v=6bwhpUn2QPU
Designed for Gear VR, Althora takes you on an enthralling virtual reality journey through lush and surreal alien landscapes. This mobile VR adventure is completely hands-free, allowing you to explore your surroundings and solve intriguing puzzles in an intuitive, meditative, and immersive manner.

I worked as a game designer, technical artist, and project manager on this project. I managed the whole team that developed the game.
2012 - 2013

Master's Degree in Quantitative Finance

Faculty of Economics, University of Belgrade - Belgrade, Serbia

2008 - 2012

Bachelor's Degree in Statistics and Actuarial and Financial Mathematics

Faculty of Mathematics, University of Belgrade - Belgrade, Serbia

Tools

MATLAB, Mathematica, 3ds Max, Babel, Anki, Unity 5, Unreal Development Kit (UDK)

Frameworks

Unreal Engine, Unreal Engine 4, Unity, Unity3D

Paradigms

Management, UX Design

Languages

C#, C++

Storage

Databases

Platforms

Android, iOS

Other

Mathematics, Applied Mathematics, Statistics, Mathematical Programming, Game Design, Technical Design, 3D Games, Game Development, Game Production, Communication, Programming, Mathematical Analysis, Mathematical Modeling, Stochastic Modeling, Stochastic Differential Equations, MMORPGs, Networking, 3D CAD, University Teaching, Administration, 3D Modeling, Concepting, Blueprints Visual Scripting, Games, Unreal Engine 5, Technical Art

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