Vladimir Peric, Developer in Belgrade, Serbia
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Vladimir Peric

Verified Expert  in Engineering

Bio

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.

Portfolio

Clients (via Toptal)
C#, HLSL, Unity, Virtual Reality (VR), Maya, 3D Art, Photoshop CC...
Toptal
ARCore, ARKit, Unreal Engine 4, Unity, Virtual Reality (VR), C#, C++...
Three Swords Studio
Unity, Virtual Reality (VR), C#, C++, Unreal Engine, Maya, Node.js, 3D Art...

Experience

Availability

Full-time

Preferred Environment

Unreal Engine 4, Visual Studio, Windows, Unreal Engine, Unity

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.

Work Experience

Unity Developer and Render Programmer

2018 - PRESENT
Clients (via Toptal)
  • Developed a VR tracking plugin for Unity that helps monetize free-to-play VR apps.
  • Created several interactive experiences, some of which were VR, for Cortina Productions.
  • Built 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: C#, HLSL, Unity, Virtual Reality (VR), Maya, 3D Art, Photoshop CC, Rendering Pipelines, System Architecture, Rendering

AR/VR Specialist and Screener

2018 - PRESENT
Toptal
  • Gathered market information about AR/VR and helped create a screening process for developers.
  • Screened developers who applied for the AR/VR specialization by going through their background and presenting them with various challenges to solve.
  • Helped screeners and recruiters better understand AR/VR technologies and tools.
  • Checked for technical knowledge, problem-solving ability, and intellect through various assessments.
  • Conducted in-depth skill reviews for potential Toptal talents.
Technologies: ARCore, ARKit, Unreal Engine 4, Unity, Virtual Reality (VR), C#, C++, Unreal Engine, Maya, Node.js, Photoshop CC, Rendering

Founder

2015 - PRESENT
Three Swords Studio
  • Created four Unity mobile apps—all published within a year.
  • Participated in several development conferences as a speaker and as an attendee to expand business network.
  • Funded and produced a game from start to finish which is currently in the post-production phase.
Technologies: Unity, Virtual Reality (VR), C#, C++, Unreal Engine, Maya, Node.js, 3D Art, Houdini, Photoshop CC, Rendering Pipelines, System Architecture, Rendering

Unity Expert Developer

2022 - 2023
Hothouse Enterprises, Inc.
  • Designed a scalable basis for a Unity-based book app.
  • Ensured that the app could dynamically add new pages, easily stylize them, and incorporate animated elements.
  • Built the app to be as lightweight as possible because the average user session would be over 20 minutes.
Technologies: Unity

Expert Unreal Engine Developer

2021 - 2022
RYOT
  • Maintained and improved an automated render system relying on Unreal Engine 4 and later on Unreal Engine 5, reading USD files to create videos on the AWS platform.
  • Improved Python scripts responsible for triggering movie renders inside Unreal.
  • Made numerous changes to Unreal's USD importer plugin so it can support things like exposing attributes to blueprints, hooking up cameras automatically in sequences, etc.
Technologies: Unreal Engine 4, Unreal Engine, C++, Python 3, Maya, Houdini, Photoshop CC, Rendering Pipelines, Rendering

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: HLSL, Unity, C#, Maya, 3D Art, Photoshop CC, Rendering Pipelines, System Architecture, Rendering

Lead Engine Programmer

2016 - 2018
Ubisoft
  • Worked in a big team of over 500 people collaborating 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 to deliver milestones and tasks required for the project's successful launch and post-launch updates.
  • Constructed a complex and robust pipeline with a strict source control solution that incorporated Jira.
Technologies: C++, Virtual Reality (VR), C#, Photoshop CC, Rendering Pipelines, System Architecture, Rendering

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, Virtual Reality (VR), C#, C++, Unreal Engine, Maya, 3D Art, Photoshop CC, System Architecture, Rendering

CEO and 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.
  • Developed multiple mobile games with Unity and Unreal Engine 4 for clients around the world.
  • Cultivated 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 like BMW and CBRE to create VR and AR presentations of their work.
Technologies: Unity, Unreal Engine 4, Virtual Reality (VR), C#, C++, Unreal Engine, Maya, Node.js, 3D Art, Photoshop CC, System Architecture, Rendering

System Architect and 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: Unity, HTML5, Node.js, C#, C++, Photoshop CC, System Architecture

Web Developer

2011 - 2013
ITekako
  • Created a web app using CouchDB and AngularJS that served as a note that you could use anywhere.
  • Worked on a big project with real-time data streaming and updating 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: HTML5, JavaScript, Node.js, Photoshop CC

Programming Intern

2007 - 2011
Blizzard Entertainment
  • Worked as a part of a remote training program that 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 that 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++, Photoshop CC

Althora VR

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

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

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)

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

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

Lead Engine Developer at Ubisoft

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

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.

Blade Bouncer 2: Revolution

https://play.google.com/store/apps/details?id=com.threeswords.bladebouncerrevolution&hl=en&gl=US
An Android and iOS mobile game made with Unity over the course of three years. The game is optimized to support a wide range of devices and has single-player and multiplayer support, customization, leaderboards, etc. I've designed, implemented, and published everything on my own.
2009 - 2014

Bachelor's Degree in Computer Programming and Algorithms

University of Belgrade, Mathematics Faculty - Belgrade, Serbia

Libraries/APIs

Node.js

Tools

Photoshop CC, Maya, Illustrator CC, Houdini, Knex.js, Visual Studio

Languages

C++, C#, HLSL, JavaScript, HTML5, Python 3

Frameworks

Unity, Unreal Engine, Unreal Engine 4, ARKit

Storage

PostgreSQL

Platforms

Windows, ARCore, Firebase

Other

System Architecture, Rendering Pipelines, Rendering, Virtual Reality (VR), 3D Art, Software Development

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