Vladimir Peric, 3D Art Developer in Belgrade, Serbia
Vladimir Peric

3D Art Developer in Belgrade, Serbia

Member since May 31, 2017
Vladimir is a game developer with experience in Unity, Unreal Engine 4, game development, VFX, animation, modeling, marketing, and entrepreneurship—publishing many games. He's worked as a lead engine developer at Ubisoft and has helped create the AR/VR specialization at Toptal.
Vladimir is now available for hire

Portfolio

Experience

Location

Belgrade, Serbia

Availability

Part-time

Preferred Environment

Windows, Visual Studio, Unity, Unreal Engine 4

The most amazing...

...thing was founding a startup where I had to manage people, write code and system architecture, and advise on marketing, sales, and business development.

Employment

  • Unity Developer | Render Programmer

    2018 - PRESENT
    Clients (via Toptal)
    • Created a VR tracking plugin for Unity which helps monetize free-to-play VR apps.
    • Created several interactive experiences, some of which were VR, for Cortina Productions.
    • Created the architecture for a Unity-based mobile game that was highly modular and can serve as a foundation for any kind of mobile game.
    Technologies: Unity, HLSL, C#
  • AR/VR Specialist | Screener

    2018 - PRESENT
    Toptal
    • Gathered market information about AR/VR and helped create a screening process for developers.
    • Screened developers applying for AR/VR specialization by going through their background and presenting them with various challenges to solve.
    • Helped screeners and recruiters gain a better understanding of AR/VR technologies and tools.
    • Checked for technical knowledge, problem-solving ability, and intellect through various assessments.
    • Conducted in-depth skill reviews.
    Technologies: Unity, Unreal Engine 4, ARKit, ARCore
  • Founder

    2015 - PRESENT
    Three Swords Studio
    • Created 4 Unity mobile apps which were all published within a year.
    • Participated in several development conferences either as a speaker or to expand business network.
    • Funded and produced a game from start to finish which is currently in post production phase.
    Technologies: Unity
  • Lead Render Programmer

    2019 - 2020
    Make a Bag
    • Created photo realistic representations of 3D bags in Unity using custom shaders.
    • Optimized the app to run smoothly on Mobile devices and WebGL.
    • Helped structure the app, worked on improving its performance and implemented numerous new features.
    Technologies: Unity, HLSL, Tech Art
  • Lead Engine Programmer

    2016 - 2018
    Ubisoft
    • Worked in a big team of people with over 500 people working on the same project.
    • Developed third-party software solutions which I've also integrated into a custom game engine created by the company.
    • Managed a team of six developers in order to deliver milestones and tasks required for the project's successful launch and post-launch updates.
    • Constructed a complex and robust pipeline with strict source control solution which incorporated JIRA into it.
    Technologies: C++
  • R&D Tech Lead

    2015 - 2016
    Eipix Entertainment
    • Sold Endtimes Studio to Eipix Entertainment and merged my team into their company—where I led a large team to develop mobile and VR games using Unity.
    • Created and published over ten mobile titles with Eipix.
    • Developed and published, as a lead developer, a VR title called Althora.
    • Honed my Unity skills by working with shaders, server-client communication systems, various APIs, and more.
    Technologies: Unity
  • CEO | Founder

    2014 - 2015
    Endtimes Studio
    • Created a VR game called Plugged using Unreal Engine 4—making it one of the first games of its kind.
    • Created multiple mobile games with Unity and Unreal Engine 4 for clients around the world.
    • Developed marketing, sales, management, and pipeline skills which allowed me to better understand the gaming industry.
    • Constructed a complete VR/AR pipeline for visualizing architecture using real-time technologies such as Unreal Engine 4.
    • Worked with many architectures and design firms to create VR and AR presentations of their work, some of which were BMW and CBRE.
    Technologies: Unreal Engine 4, Unity
  • System Architect | Lead Developer

    2013 - 2014
    Software Nation
    • Worked on multiple websites with various purposes which allowed me to hone my web skills such as Angular, Node.js, and WordPress.
    • Created HTML5 games using Canvas and Node.js as the back-end technology.
    • Led a team of game developers in making a massive multiplayer game using Unity and a Photon server.
    Technologies: Node.js, Angular, HTML5, WordPress, Unity
  • Web Developer

    2011 - 2013
    ITekako
    • Created a web app using CouchDB and AngularJS that served as a note which you could use anywhere.
    • Worked on a big project with real time data streaming and updating of information from a C++ server that did massive calculations from live football games.
    • Handled the real-time display of movements of football players using HTML5 Canvas and WebSockets.
    Technologies: Node.js, CouchDB, JavaScript, AngularJS, HTML5
  • Programming Intern

    2007 - 2011
    Blizzard Entertainment
    • Worked as a part of a remote training program which developed some R&D technologies used by some of Blizzard's titles. These included physics accelerated by GPU, various rendering optimizations and improvements, back-end system improvements, and more.
    • Created GPU accelerated physics that could handle a large number of objects being simulated at once.
    • Developed refraction shaders which could distort things underneath them without using an advanced Grab pass.
    • Used C++ as a low-level platform for creating a top-level interpreter for various Lua and Python scripts.
    Technologies: C++, Python, Lua

Experience

  • Althora VR (Development)
    http://eipix.com/games/althora/

    Althora is a Gear VR game made using the Unity engine. It was inspired by Land's End and I was a lead developer and system architect on this project. The project was developed by a team of 12 people; four of which were developers whom I personally led to deliver the final product.

  • Three Swords Studio (Development)
    https://play.google.com/store/apps/developer?id=Three%20Swords%20Studio&hl=en

    Starting in 2015, I've published several games under name Three Swords Studio, all of which were published on the Google Play platform for Android. These games were made using Unity and are optimized to run on a large variety of devices. One of these games—Blade Bouncer—reached over 3.6 million downloads.

  • PlayCanvas Product Design Demos (Development)
    https://playcanv.as/p/RqJJ9oU9/

    Using an HTML5 canvas engine called PlayCanvas (Playcanvas.com), I created a system for web presentations of products varying from small house appliances to houses for many brands. This was later used by BMW to showcase their new designs through PlayCanvas.

  • VR Tracking Plugin for Unity (via Toptal) (Development)

    I made a prototype in Unity which focuses on providing ways of monetizing free-to-play games made with Unity using 3D objects which the plugin tracks. It records amount of screen percentage those objects take up which is then used to track experience and as an impression.

    This was a successful project which I've developed through Toptal.

  • Interactive VR Experience for Cortina Productions (Development)

    I worked with Cortina Productions on several projects where I helped create multiple interactive touch screen applications, as well as VR experiences for exhibitions around US. These projects included complex rendering features and multiple graph and chart displays, all created with Unity.

  • Lead Engine Developer at Ubisoft (Development)

    I started as a gameplay programmer but quickly became a lead engine developer at Ubisoft Belgrade due to my experience with making highly modular and optimized games. I managed a team of seven people and worked on some high-tech features in collaboration with NVidia, for games such as Ghost Recon: Wildlands and Steep, both published by Ubisoft.

  • Render Programmer and Tech Artist at Make A Bag (Development)

    My role was to create an optimized rendering solution for highly detailed 3D bags that would run smoothly on many mobile devices and WebGL.

    I implemented photorealistic 3D solutions with capabilities such as adjustable lighting, printable 3D parts, and bag embossing visualization.

Skills

  • Languages

    C++, C#, HLSL, Java
  • Frameworks

    Unity, Unreal Engine
  • Tools

    Photoshop CC, Maya, Illustrator CC
  • Paradigms

    Agile Software Development
  • Other

    React.js, Autodesk Maya, System Architecture, Rendering Pipelines, Rendering, Virtual Reality (VR), 3D Art, Software Development, Front-End Developer
  • Libraries/APIs

    Node.js, Photon Server
  • Storage

    NoSQL, MongoDB, CouchDB
  • Platforms

    iOS, Android

Education

  • Bachelor's degree in Computer Programming and Algorithms
    2009 - 2014
    University of Belgrade, Mathematics Faculty - Belgrade, Serbia

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