Dusan Maljkovic
Verified Expert in Engineering
Game Developer
Belgrade, Serbia
Toptal member since December 15, 2022
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
Experience
Availability
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
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.
Unreal Engine Educator
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.
Technical Artist
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.
Programmer and Technical Artist
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.
Head of Analytics | Game Designer | Technical Artist
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.
Experience
impossiBot for Byte Kinematics
https://store.steampowered.com/app/2006700/impossiBot/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/m0rpM4XZQakMy 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-o0EEverything 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/rrs0YEtQwB8The 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/PUgrCM6J8dIBusinesses 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/GgPa64Ufuy8What 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/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/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/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=6bwhpUn2QPUI worked as a game designer, technical artist, and project manager on this project. I managed the whole team that developed the game.
Education
Master's Degree in Quantitative Finance
Faculty of Economics, University of Belgrade - Belgrade, Serbia
Bachelor's Degree in Statistics and Actuarial and Financial Mathematics
Faculty of Mathematics, University of Belgrade - Belgrade, Serbia
Skills
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, Statisticians, Mathematical Programming, Game Design, Technical Design, 3D Games, Game Development, Game Production, Communication, Freelance Programming, Mathematical Analysis, Mathematical Modeling, Stochastic Modeling, Stochastic Differential Equations, MMORPG, Networking, 3D CAD, University Teaching, Administration, 3D Modeling, Concepting, Blueprints Visual Scripting, Games, Unreal Engine 5, Technical Art
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