Joseph Oros, Developer in Kovin, Vojvodina, Serbia
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Joseph Oros

Verified Expert  in Engineering

Game Developer

Location
Kovin, Vojvodina, Serbia
Toptal Member Since
October 26, 2020

Joseph is a passionate game developer. At Nordeus, he contributed to titles such as Top Eleven and Spellsouls. He also collaborated closely with Unity to develop their new DOTS technologies, was involved in Unity's 2017 massive battle tech demo, and optimized 2018 Megacity for mobile. Joseph is a capable and experienced developer specializing in rendering, performance analysis, optimizations, real-time networking, and game architecture.

Portfolio

Siege Entertainment
Video Games, Multiplayer, Game Tools Development, Game Development, Game Design...
Nordeus
3D Graphics, 3D Games, Video Games, Multiplayer, Game Tools Development...

Experience

Availability

Part-time

Preferred Environment

Shaders, Visual Studio, Windows, Git, Unity3D, Unity

The most amazing...

...collaborative project I worked on with Unity was for developing its new DOTS (high-performance C#) system.

Work Experience

CTO

2019 - PRESENT
Siege Entertainment
  • Developed a fully data-oriented gameplay system in Unity with a custom Entity component system.
  • Developed a full C# back-end server using Entity framework.
  • Designed gameplay systems for a real-time action RPG mobile game.
  • Developed a custom and highly optimized in-house UI system.
Technologies: Video Games, Multiplayer, Game Tools Development, Game Development, Game Design, PC, Mobile, Entity Framework, Visual Studio, Unity3D, Unreal Engine 4, C#, Unity

Senior Software Developer

2013 - 2019
Nordeus
  • Built and explored new ideas with quick game prototypes.
  • Created multiple Shaders used company-wide, most notable a VFX Shader and cheap PBR-like Shader for mobile. Acted as the go-to person for rendering issues and Shaders.
  • Optimized countless issues company-wide and helped team members learn about performance and optimizations. Served as the go-to person for performance issues.
  • Created a powerful in-house debugging and automatic testing tool used by all projects company-wide, drastically reducing iteration time on mobile devices and improving the quality of live products.
  • Held talks on conferences and in-house about rendering, performance, and optimizations.
  • Collaborated with Unity on behalf of Nordeus to develop the new data-oriented technologies and helped build and optimize the 2017 and 2018 technology demos.
  • Developed an in-house real-time networking solution handling multiplayer physics.
Technologies: 3D Graphics, 3D Games, Video Games, Multiplayer, Game Tools Development, Game Development, Git, Performance Analysis, Optimization, Rendering Performance, Unity Shaders, Shaders, Mobile, Visual Studio, C#, Unity3D, Unity

Top Eleven

https://www.topeleven.com/
The most popular online sports manager on the market. Top Eleven was initially developed in Flash for Facebook but was quickly ported to mobile using Unity. I developed the Shaders used for the 3D portion of the game and optimized draw call count issues. I was also involved in implementing an optimized jersey selection preview.

I supported the team with my in-house debugging and automatic testing tool. This helped them set up the system and implement newly requested features. The tool was used to automatically install the build on multiple test devices and run test cases. This included running the UI of the actual game and checking unintended differences from the previous builds. This helped catch numerous bugs that would otherwise make it to production.

Massive Battle in the Spellsouls Universe (Unite Austin 2017)

https://github.com/Unity-Technologies/UniteAustinTechnicalPresentation
Massive Battle in the Spellsouls Universe was a technology demo that Unity and Nordeus collaborated on to showcase the new DOTS system that was developed by Unity. This was the first time that anyone outside Unity used this system. The project lasted about two months. We built the entire product from scratch. I developed the project from start to end and also fixed issues backstage of the conference. I managed all aspects, including the pathfinding implementation, unit collision, and unit AI.

Megacity Demo (Unite LA 2018)

https://unity.com/megacity
Megacity was the first large-scale demo developed by Unity to showcase their fresh technologies built with their new data-oriented tech. Unity developed the entire demo in-house, but asked Nordeus to help run it on mobile. I ported the demo to the Lightweight Render Pipeline (now known as the Universal Render Pipeline) and optimized the Shaders for mobile. I also completed all debugging and finding and reporting issues with the new system, mostly with the new Burst compiler.

Spellsouls

Spellsouls (later rebranded as Heroic) is a deck-building real-time PvP battle arena game on mobile. The project started in 2014 when I, with a game designer and a group of artists, developed the first prototype in one week.

It included several unit types, approximately 30 spells, and PvP multiplayer options. I delivered top-of-the-line graphics and Shaders for mobile devices at the time. The Shader I made was used for all effects and set up the effect development pipeline. I also created optimizations and scaling strategies as the lowest end target device requirement had to be met. My debugging and testing tools played a large role in helping with iteration time on devices.

Libraries/APIs

Entity Framework, Windows Forms (WinForms), OpenGL, OpenGL ES

Tools

Git, Visual Studio

Frameworks

Unity, Unity3D, OGRE, Unreal Engine 4

Languages

HLSL, Cg, C#, Game Maker Language, GLSL, C++, Java

Platforms

Mobile, Windows, PC

Other

3D Rendering, Unity Shaders, Rendering Performance, Performance Analysis, Game Development, Video Games, 3D Games, 3D Graphics, Game Design, Multiplayer, Game Tools Development, ILAsm, Shaders, Optimization, Rendering, Visual Effects (VFX), Virtual Reality (VR), Augmented Reality (AR)

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