Marco Mustapic, Developer in Gent, Belgium
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Marco Mustapic

Verified Expert  in Engineering

Game Development Developer

Gent, Belgium
Toptal Member Since
March 1, 2013

Marco is a Senior iOS developer specializing in game development with a particular affinity for coding conceptually original apps. He has coded extensively using Objective-C, and is proficient in designing architecture, algorithmic and performance problems, and slick UI effects and customization.


iOS Developer (via Toptal)
Git, Xcode, CocoaPods, Objective-C
Wave Reaction Inc. (via Toptal)
Cocos2d-x, Android Studio, Android SDK, UIKit, Cocoa, Objective-C, iOS
The Paratroopers
Windows Phone 8, Android, iOS, Cocos2d-x




Preferred Environment

Sublime Text, Git, Xcode

The most amazing... I've ever created is a turn-based multiplayer penalty shootout game for J2ME devices. Users can play each other using different handsets.

Work Experience

iOS Developer

2014 - PRESENT
iOS Developer (via Toptal)
  • Worked on a native iOS app for an indoor cycling studio using Objective-C, UIKit and several frameworks (MagicalRecord for example).
  • Implemented several sections, starting from a PSD file and ending with the final, pixel-accurate and fully functional view controller.
  • Implemented complex and detailed UI controls using Core Graphics, Core Animation and Photoshop.
Technologies: Git, Xcode, CocoaPods, Objective-C

iOS and Android developer

2014 - PRESENT
Wave Reaction Inc. (via Toptal)
  • Created an iPad app for the visualisation of tracking information for various items (such as shipping containers) around the globe, using the company's own web services.
  • Added functionality to existing iOS and Android tracking app, keeping both native apps up to date with a web service backend.
  • Developed a small game prototype for iOS using cocos2d-x.
Technologies: Cocos2d-x, Android Studio, Android SDK, UIKit, Cocoa, Objective-C, iOS

Game Developer

2014 - 2014
The Paratroopers
  • Created a simple cycling game using cocos2d-x for iOS, Android and Windows Phone 8. All platforms use a shared C++ codebase.
  • Implemented dynamic resource downloading so the same universal binary retrieves a specific graphics pack for the device's resolution.
  • Worked with Cx/C++/C# interaction on Windows Phone 8 to reimplement some cocos2d-x features not yet working for the platform.
Technologies: Windows Phone 8, Android, iOS, Cocos2d-x

External iOS Developer

2012 - 2014
Pixeljam Inc. (via Agilar Argentina)
  • Wrote the code to port an application named Dino Run to iOS.
  • Worked from an existing codebase using an open source in-house framework that was based on OpenGL and Box2D.
  • Coded tools for the content pipeline using Adobe Air and Flash.
Technologies: Adobe AIR, Adobe Flash, ActionScript 3, OpenGL, Box2D, C++, C, Objective-C, iOS

iOS Developer

2011 - 2011
Quares IT Solutions
  • Developed an app for the National Association of Anaesthesiologists using Core Data, UIKit and accessing .NET web services.
  • Guided the UI design to make it more iOS friendly.
  • Implemented a background synchronisation task so the users can still use the app without an internet connection.
Technologies: Web Services, .NET, Core Data, UIKit

iOS Developer

2011 - 2011
Triviapad (via Agilar Argentina)
  • Created a multiplayer trivia app for iPad.
  • Wrote custom extensions in XMPP to handle all network communications between the server and players.
Technologies: UIKit, XMPP, Objective-C

iOS Developer

2010 - 2011
QB9 (via Agilar Argentina)
  • Ported the PC/Mac version of an app named Doors of the Mind to iPad/iPhone.
  • Used UIKit and CoreAnimation to implement all the graphic features.
  • Used LUA scripts extensively to define levels and interactions within the game.
  • Created a two-player penalty shootout game using Cocos2D, GameKit and OpenDE for physics.
Technologies: Open Dynamics Engine (ODE), Cocos2d, Lua, C++, Objective-C, iOS

iOS Developer

2008 - 2010
Kayxo (via Agilar Argentina)
  • Worked on a cancelled iOS version of a popular board game, using UIKit.
  • Wrote code for the single player mode, in which users face up to 3 AI's, each with a different strategy targeting different winning conditions.
  • Implemented a multiplayer feature, with support for up to 4 players and in-game chat.
  • Included functionality by which a competent AI would temporarily take over for users if they unexpectedly quit the application.
  • Worked on a few prototypes for social media browsing apps, as well as one app supporting a digital pen and paper service.
Technologies: C++, Objective-C, iOS

External iOS Developer

2008 - 2008
  • Worked on the port of the Decaf Android app to iPhone.
Technologies: Amazon Web Services (AWS), iOS

Original Creations Programming Team Lead

2005 - 2008
Gameloft Argentina
  • Designed the programming admission tests and interviewed new candidates in coordination with the HR department.
  • Supervised technical decisions for the Original Creations team projects.
  • Discussed technical feasibility for new features with game designers, artists, and programmers.
  • Ensured that Gameloft global coding standards and practices were correctly implemented by the team.
  • Wrote code for Gameloft's universal J2ME framework.
  • Coded ports for low end devices for several projects.
Technologies: J2SE, Python, J2ME


2003 - 2005
Angry Machine
  • Founded a mobile game development company focused on original J2ME games.
  • Developed Arcane, a fantasy card game for Nokia S40 devices that won the first prize in a Nokia Mobile Developer Contest in Argentina.
  • Created 3 multiplayer games for a Spanish client using the Terraplay server technology. The games supported Nokia S30, S40, S60, Sony Ericsson T6xx, Siemens SL55 & 56 series, and Motorola Triplets devices.
Technologies: J2ME

Flywheel Sports iOS App (Development)

Worked on several sections for one of Toptal clients.

Doors of the Mind (Development)

Ported the game from OS X/Windows to iOS (iPad and iPhone)

Atlas Electoral de Andy Tow (Development)

Ported electoral database app from Android, using UIKit and sqlite

Decaf for iOS (Development)

An app for managing and monitoring Amazon EC2 infrastructure. Ported from the original Android version to a native app.

Anti-aliased Line Rendering Algorithm for Game Prototyping

I engineered a code that incrementally renders an anti-aliased line of any given width. This innovative solution was initially conceived and implemented for a game prototype I began developing several years ago, which featured lightning bolts as a key element.


Swift, Objective-C, SQL, Python, Lua, ActionScript 3, Java, C++, C


UIKit, Core Data, Cocoa Touch, ASP.NET MVC, Cocos2d-x, Cocos2d, ReactiveCocoa, QuartzCore, Box2D, Cocoa, Android SDK, .NET


Xcode, Adobe AIR, Eclipse IDE, Adobe Flash, Git, Sublime Text, Android Studio


Agile Software Development, Scrum


iOS, Java ME, J2ME, J2SE, Windows Phone 8, Amazon Web Services (AWS), Android


Game Development, Open Dynamics Engine (ODE), XMPP, Web Services


Core Animation, CocoaPods, Facebook iOS SDK, OpenGL ES, OpenGL



1996 - 2013

Masters Degree in Computer Science

Universidad de Buenos Aires - Buenos Aires, Argentina

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