Marcin Biegun, Developer in Kraków, Poland
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Marcin Biegun

Verified Expert  in Engineering

Software Developer

Kraków, Poland

Toptal member since January 19, 2023

Bio

Marcin is a highly skilled software engineer with over 10 years of experience in various technologies. His flexibility and adaptability in a work environment are valuable assets in any software project. He is currently focused on C++ and Unreal Engine (UE5). With his extensive experience in delivering UE gameplay features, engine tools, and tech art techniques, Marcin is an excellent fit for roles requiring someone who can provide value immediately.

Portfolio

Panduit
Unreal Engine, Blueprint, C++, Unreal Engine 4, IT Project Management...
NoGhost
3D Graphics, 3D Rendering, Three.js, JavaScript, Art, Augmented Reality (AR)...
NoGhost
Unreal Engine, Software Architecture, Houdini, Blueprint, 3D Rendering...

Experience

  • Software Engineering - 12 years
  • Software Architecture - 10 years
  • Back-end Development - 10 years
  • 3D Rendering - 5 years
  • C++ - 4 years
  • Unreal Engine - 4 years
  • IT Project Management - 4 years
  • Houdini - 2 years

Availability

Part-time

Preferred Environment

JetBrains Rider, Slack, Vim Text Editor, Terminal, C++, Unreal Engine, Houdini, 3D Rendering, 3D, Unreal Engine 4, Unreal Engine 5, Linux Servers

The most amazing...

...project I've done is my open-source shader library, which has been used in dozens of projects and received donations and over 50 stars on GitHub.

Work Experience

Senior Unreal Engine C++ Developer

2023 - PRESENT
Panduit
  • Developed an Unreal Engine industrial data-center planning application that empowers technical sales engineers to streamline the creation of server room infrastructure projects.
  • Assisted the client in identifying their requirements, prototyped a few experiences to validate assumptions, contributed to product specification writing, and designed the product's UI and control scheme.
  • Implemented a modern product development workflow, configured a version control server (Perforce), and organized documentation and product development processes (Notion).
  • Oversaw Agile product development and set up a structured Notion system with task backlogs, priorities, estimates, and sprints, ensuring weekly build deliveries for testing and feedback collection.
  • Held weekly meetings with stakeholders, led daily stand-up meetings with the development team, created textual and video tutorial materials, and conducted live training/demo sessions for end users.
  • Designed an Unreal Engine framework that combines C++ and blueprint code. It manages input and fundamental functions like object selection, while more complex features are organized into contained systems.
  • Created a data-driven Unreal Engine architecture allowing the client to easily extend the app with new products and product variants without requiring prior knowledge of Unreal Engine.
Technologies: Unreal Engine, Blueprint, C++, Unreal Engine 4, IT Project Management, Product Design, Agile Project Management, 3D Graphics, Python, Twinmotion

Creative Technologist

2023 - 2023
NoGhost
  • Developed a cutting-edge AR application for Android, allowing clothing shop visitors to turn their phone into a virtual world camera, used for presenting clothing products.
  • Set up Unreal Engine as a back-end rendering system. Thanks to efficient pixel streaming over WiFi, any low-end device could display video frames rendered in 4K with raytracing with minimal input lag.
  • Created build system scripts for automated deployment of multiple versions of the app, each with different branding.
Technologies: 3D Graphics, 3D Rendering, Three.js, JavaScript, Art, Augmented Reality (AR), Android, Unreal Engine, Streaming

Senior Unreal Engine C++ Developer

2022 - 2023
NoGhost
  • Provided code inspection by Unreal Engine coding standards, C++ good practices, application stability, and memory safety.
  • Created and implemented gameplay systems for a VR game on the Oculus Quest 2, covering functionalities like collectible achievements, immersive 3D tutorial animations, and a player menu with an objectives list.
  • Developed game levels using multiple gameplay systems, numerous characters, intricate animations, advanced visual effects, dynamic soundscapes, and professional-grade voiceovers.
  • Created custom Niagara modules for a system for efficiently simulating a large animated 3D characters crowd. It was finely tuned to ensure optimal performance, tailored to the specific hardware constraints of the Oculus Quest 2.
Technologies: Unreal Engine, Software Architecture, Houdini, Blueprint, 3D Rendering, Object-oriented Programming (OOP), 3D, Unreal Engine 4, Linear Algebra, Software Engineering, Oculus

Unreal Engine and C++ Developer

2022 - 2022
Funky Fox Studio
  • Engineered application architecture for media server software, utilizing modern C++ build and library ecosystem, modularity, client-server architecture, and modern WebView2-based Win32 application UI.
  • Debugged issues on a high-end virtual production movie set owned by Warner Brothers, TVN studio in Krakow, which rendered UE5 scenes on NVIDIA Quadro servers, used with LED walls and a stYpe camera tracking system.
  • Architected a Houdini system used for optimizing drone animations for flight safety. Created an in-house file format that could be loaded into UE5 for previewing the drone show with realistic details.
Technologies: C++, Unreal Engine, Houdini, 3D Graphics, Python

Unreal Engine C++ Developer

2020 - 2022
Anshar Studios
  • Worked as a member of over 50 strong professional artists and engineers teams. Under the eye of an industry veteran lead developer, I've developed the next-gen remake of the critically acclaimed horror game Layers of Fear.
  • Created highly optimized and modular gameplay systems consisting of gameplay state tracking and calculations, allowing various visual, audio, and VFX cues to be triggered accordingly.
  • Built an automated performance testing suite, running daily on the CI server, providing the QA team with daily reports on general performance in all hundreds of game rooms.
Technologies: C++, Unreal Engine, C#, Blueprint, Object-oriented Programming (OOP), Unity3D, Unity, 3D Rendering, 3D, Unreal Engine 4, Software Architecture, Houdini Engine, Linear Algebra, Software Engineering, Vim Text Editor

Senior Full-stack Developer

2016 - 2020
Freelance Clients
  • Built modules for Erlang, OTP, and Elixir-based high-throughput systems, tens of thousands of devices managed in real-time, used to balance power grids. As the most experienced Elixir developer on the team, I guided others.
  • Created a C++ NIF interface library for an Elixir-based media server, enabling the host system to utilize Intel-based hardware support for h264 video encoding and decoding.
  • Architected and coded a data processing pipeline. The system gathered all company data, normalized and cleaned it for easy access by data scientists, and generated a wide range of reports for the business intelligence dashboard.
  • Architected mobile application along with an API back end. Led a team of three developers, managed tasks and sprints, and set up automated testing and deployments via GitHub actions.
  • Rebuilt a complex web-based graphic design application from legacy RubyOnRails monolith to modern client-server architecture. Built front-end single-page application based on React.
Technologies: Elixir, C++, SQL, JavaScript, React, Ruby, Linux Servers, IT Project Management, DevOps, Software Architecture, Data Processing, Back-end Development, Object-oriented Programming (OOP), Networking, Software Engineering, Terminal, Vim Text Editor, Data-oriented Design, Python, Encoding

Software Engineer

2012 - 2016
Zendesk
  • Gained experience as a member of a large, strong team of engineers running a complex multi-service system built for a CRM application that thousands of users use daily.
  • Led a few projects through an entire software development lifecycle, from writing tech specifications to 100% uptime deployments to post-release usage and performance monitoring.
  • Architected data processing pipeline for financial reporting and user engagement metrics, along with an application providing easy access to this data for the customer care team.
Technologies: Ruby, JavaScript, SQL, React, Software Architecture, IT Project Management, Data Processing, Back-end Development, Object-oriented Programming (OOP), DevOps, Linux Servers, Networking, Software Engineering, Terminal, Vim Text Editor, Data-oriented Design

Junior Software Developer

2010 - 2011
Social Bicycles
  • Learned the basics of good software development practices in my first professional project, which I joined as a junior developer.
  • Integrated efficient packet-based communication with e-bike fleet over GSM connection.
  • Designed the back-end API service for use with iOS and Android mobile clients.
Technologies: Ruby, Back-end Development, Object-oriented Programming (OOP), JavaScript, Networking, Software Engineering, Terminal, Vim Text Editor

Experience

Wallace and Groomit VR Adventure for Oculus Quest 2

As an independent contributor, I joined the team at No Ghost studio to bring a technical perspective and develop new features for an upcoming important milestone.

As the most experienced C++ developer on the team, I thoroughly reviewed the C++ codebase to improve performance, increase code stability, and align it with best practices and conventions for C++ and Unreal Engine.

The project was a fully-fledged VR adventure game for Oculus Quest 2, developed by a 20-person team of artists and developers in collaboration with other creative studios responsible for professional-grade audio and visual assets. I also had the opportunity to contribute to the project's development by delivering new features and building gameplay logic.

Through this project, I gained a deeper understanding of the intricacies and nuances of developing VR games, specifically for the Oculus Quest 2 platform. I am confident that this experience will benefit future projects in this field.

The project will be released in 2023.

Layers of Fear Remake in Unreal Engine 5

https://layersoffears.com/
I've joined Anshar Studios to be a part of a talented team of 30 developers, artists, and game designers working on reimagining a critically acclaimed horror game, Layers of Fear, using UE5.

As a gameplay programmer, I managed the development of gameplay features, VFX systems, and custom engine tools for game designers.

I was fortunate to have the opportunity to work alongside industry veteran Unreal C++ developers who were more than willing to share their knowledge and expertise. This experience was instrumental in my growth and allowed me to become a well-rounded Unreal C++ developer with a solid grasp of best practices and the engine structure.

Key contributions:

• Developed a system for orchestrating the horror intensity, which tracked the state of the game, ran calculations, and triggered physical, VFX, and audio effects. The system was highly configurable and optimized.
• Implemented an automated test suite that ran the daily build of the game, visited every room in the game, and generated a report containing performance measurements.
• Created an editor tool for copying actors between levels while keeping their dependencies to each other.

The project will be released in 2023.

Egodrop Festival Interactive Art Installations

https://www.youtube.com/watch?v=LtBm9n1W9J4
As an accomplished artist under the brand Space Cat Labs, I created a series of five interactive installations for Egodrop, a leading curator of psychedelic art galleries and music events.

These installations were showcased at the prestigious Forum Wydarzeń space and designed to provide visitors with a one-of-a-kind experience.

Audiences could witness the exceptional video quality of non-compressed footage displayed on a large cinematic screen composed of multiple projectors. The visuals, built around particle systems and fluid simulations, were connected to motion sensors, enabling audience interaction and enhancing the overall experience. The unique, non-repetitive visuals were truly mesmerizing and elevated the overall ambiance of the event.

Used multiple technologies, including Notch Builder, Touch Designer, and Resolume.

Panduit Virtual Experience

https://panduit.com/
I led the development process and product management of an Unreal Engine 5-based industrial visualization and pre-sales application for a corporate client based in Chicago. The project features a full editor experience with objects outliner, saving/loading and undo, and more. The UI is sleek and intuitive, enabling the company to use the application as a replacement for the previous legacy system.

Education

2005 - 2007

Coursework Toward a Master's Degree in Robotics, Electronics and Information, and Communication Technologies

Silesian University of Technology - Gliwice, Poland

2001 - 2004

Upper Secondary Education Diploma in Mathematics and Computer Science

Frycz Modrzewski II High School - Rybnik, Poland

Skills

Libraries/APIs

React, Three.js

Tools

Vim Text Editor, Terminal, Houdini, Blender

Languages

JavaScript, Ruby, SQL, C++, Elixir, Python, C#

Frameworks

Blueprint, Unreal Engine, Unreal Engine 4, Houdini Engine, Unity, Unity3D

Paradigms

Object-oriented Programming (OOP), DevOps, Data-oriented Design, Management, Agile Project Management

Platforms

Oculus, Android

Other

Software Engineering, Software Architecture, Back-end Development, Linear Algebra, Networking, IT Project Management, Linux Servers, Data Processing, Unreal Engine 5, 3D, 3D Rendering, Multiplayer, Product Management, Requirements & Specifications, Product Design, 3D Graphics, Twinmotion, Art, Augmented Reality (AR), Streaming, Uptime Monitoring, Encoding

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