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Vladimir Mitrovic, Interaction Design (IxD) Developer in Belgrade, Serbia
Vladimir Mitrovic

Interaction Design (IxD) Developer in Belgrade, Serbia

Member since September 23, 2015
Vladimir has been a professional developer for eleven years. Most recently, he's been focusing on augmented reality (AR), computational design, and computer graphics. He has architected complex software systems, done UX design, led teams, and spoken at conferences. He values simplicity and efficiency and loves working on interactive products no matter the platform.
Vladimir is now available for hire



  • C#, 6 years
  • Unity3D, 6 years
  • Interaction Design (IxD), 5 years
  • Clojure, 3 years
  • OpenGL, 3 years
  • C++, 3 years
  • Swift, 3 years
  • Augmented Reality (AR), 1 year
Belgrade, Serbia



Preferred Environment

Unity 3D, IntelliJ Rider, MacOS

The most amazing...

...thing I've created is Aesthetic Engine 2—simultaneously a web browser, a generative data sculpture, and a shape-shifting painting.


  • Lead Augmented Reality Engineer

    2018 - PRESENT
    • Built parts of an augmented reality content creation platform and marketplace running on the blockchain.
    • Designed and architected the global positioning and coordinate system translation algorithm which converts from "real world" (geographic) coordinates into AR coordinates.
    • Designed and implemented a land subdivision and ownership solution which allows users to buy parcels of land in the real world through the AR app.
    Technologies: Unity 3D, ARKit, 8th Wall
  • Senior Unity Developer

    2017 - PRESENT
    Cortina Productions
    • Worked on interactive on-site installations for the Royal Alberta Museum and the National Comedy Center.
    • Created multi-touch, multi-screen interactive experiences in Unity 3D.
    • Built a client-friendly installer format for easy on-site installation on custom hardware.
    Technologies: Unity 3D
  • Founder

    2015 - PRESENT
    • Founded a private practice focusing on computational design and art.
    Technologies: Unity 3D, Clojure, OpenGL, Shaders
  • Lead Augmented Reality Engineer

    2017 - 2018
    La Siesta Technologies
    • Created an augmented reality application for iOS which helps a Spanish construction company measure and model staircase-attached chair elevators for disabled persons.
    • Designed and implemented a user-friendly application which lets company inspectors easily capture (via AR) the shape and dimensions of the staircase and save it for later processing.
    Technologies: ARKit, Swift
  • Senior iOS Developer

    2016 - 2017
    • Created and shipped an internal (employee only) iOS application for Apple.
    Technologies: Swift, iOS
  • Senior iOS Developer/Engineer

    2015 - 2016
    Work & Co
    • Worked on the Virgin America iOS application.
    Technologies: iOS, Swift, Lua
  • Lead iOS, Unity, and Back-end Developer

    2011 - 2015
    • Led iOS development on Top Eleven for iOS (1.5 years), and then led Unity3D development (3 years). Also contributed to UX design, low-level network code, and experimental game servers.
    Technologies: iOS, Objective-C, Unity, C#, Java, Scala
  • Lead iOS Developer

    2010 - 2011
    • Built the NextWidgets iOS shopping widget, which enabled clients to embed micro shops inside of their own iOS apps.
    Technologies: Objective-C, Xcode, Git
  • iOS and Back-end Developer

    2009 - 2010
    M2E Consulting
    • Developed a suite of prototype apps and web services for making inspection and monitoring easier for construction industry clients.
    Technologies: Objective-C, Xcode, PHP, Apache, Mercurial, Subversion
  • Software Engineer

    2008 - 2008
    Google Summer of Code | Nmap
    • Designed and implemented the network mapping mode for Zenmap, a dynamic visual representation of the scanned network.
    Technologies: Python, GTK, Eclipse, Subversion
  • Software Developer

    2007 - 2008
    • Debugged business logic code and fixed database issues on Sybase and Oracle database platforms.
    Technologies: C, GCC, GDB, Dbx, SQL
  • Software Developer

    2007 - 2007
    Google Summer of Code | OpenMRS
    • Designed and implemented the core logic service architecture that allowed medical staff to make rule-based queries to the database in a human-friendly way.
    Technologies: Java, JSP, Hibernate, MySQL, Eclipse, Subversion, Apache Tomcat


  • Aesthetic Engine 2 (Development)

    Aesthetic Engine 2 is simultaneously a web browser, a generative data sculpture, and a shape-shifting painting. It visualizes the hidden complexity behind our everyday web browsing.

    Each web page is rendered using predefined rules for different groups of HTML tags. The content, which is visible to users in conventional web browsers (paragraphs, images, etc.), is rendered using the thickest shapes. Scaffolding around visible content – all of the “invisible” internal stuff – is rendered using thinner strands escaping from the middle of the structure. JavaScript code, CSS files, and all other externally loaded resources are rendered as twisting lines wrapping themselves around the structure. Lastly, the web page’s code is scraped for all outgoing links (URLs) and each of them is rendered as a long line escaping from the structure outward, therefore visualizing the “connectedness” of the page.

  • Virgin America iOS Application (Development)

    I worked on making the Virgin America iOS app with the award-winning Work & Co agency.

  • Top Eleven for iOS (Development)

    I was the lead developer on the team that built the iOS version of the world's most popular online sports game.

  • BRUTALISM Generative Logo (Development)

    The generative logo for my studio. Check out the code as well (it's mostly ClojureScript):

  • ObjectiveMixin (Development)

    ObjectiveMixin is a popular open-source library that I wrote for iOS. It gives Ruby-like mixin functionality to Objective-C programs.

  • Spomenik (Development)

    Spomenik is a turn-based city-builder game in which you build a city on multiple levels: in reality, and in its inhabitants’ dreams. I'm making this game independently.

  • Medjed (Development)

    A procedural terrain generator project I worked on in my spare time. It uses volumetric density functions and vector fields to generate the terrain, using no premodeled geometry.

  • Hero of Allacrost (Development)

    Designed and wrote a data scripting interface for loading arbitrary data structures (map tiles, sprites, effects) from Lua and make them visible as C++ objects inside the game engine.


  • Languages

    C#, Objective-C, Swift, Clojure, C++, C, Java, Lua, Python, CSS, Ruby, JavaScript, Scala
  • Frameworks

    ClojureScript, Unity, Unity3D, Unreal Engine, Akka
  • Tools

    Xcode, IntelliJ IDEA, Git, Eclipse IDE
  • Platforms

    iOS, Xamarin, Parse
  • Storage

    Redis, SQLite, PostgreSQL, MySQL
  • Other

    Augmented Reality (AR), Front-end Development, Algorithms, Data Structures, Computer Graphics, Interaction Design (IxD), Machine Learning
  • Libraries/APIs

    OpenGL, OpenGL ES, Parse SDK, Facebook iOS SDK


  • Bachelor of Science degree in Computer Engineering
    2002 - 2008
    Belgrade University - Belgrade
  • Machine Learning
    MAY 2016 - PRESENT
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