Senior Gameplay Programmer / Lead / Aleksandar
Self-taught Senior Gameplay Programmer (coding since age 12) who progressed from intern to Associate Lead at Ubisoft Belgrade in just over 7 years, shipping 5 AAA titles across the Assassin's Creed, Ghost Recon, and Riders Republic franchises. Specialist in data-driven UI and gameplay architecture, with systems adopted as cross-studio candidates across Ubisoft. Solo-owned the complete in-game Store for Assassin's Creed Mirage, shipped to millions of players. No slot-specific experience, but strong hands-on work with state machines, deterministic RNG algorithms, and real-time performance, built over 8 years writing hot-path AAA game code at Ubisoft.
Skills
- Languages & Engines: C++ (primary), C#, Python, TypeScript/JavaScript; Ubisoft proprietary AAA engine (7+ years), Unity (9+ years), Unreal Engine, Godot.
- State Machines & Game Logic: Extensive experience designing state machines for game-state loops and menu/UI flow — core architecture underpinning shipped AAA gameplay systems across 5 titles.
- Deterministic RNG & Procedural Systems: Practical experience with deterministic RNG algorithms — map seed generation, loot/chest opening systems — directly transferable to fairness-critical, seed-based outcome logic.
- Real-Time Performance & Hot-Path Optimization: 8 years writing performance-critical code running in AAA game hot-paths under strict real-time constraints — frame-budget-level optimization and low-latency execution.
- Data-Driven Architecture & Tooling: Designed ECS-based UI architectures, data-driven Marker and Options systems, and polymorphic input frameworks letting artists/designers iterate entirely in-editor — adopted as candidates for cross-studio use.
- End-to-End Feature Ownership: Sole engineer on the complete in-game Store for Assassin's Creed Mirage (3D item previews, offline offer presentation, real-time connection handling, dedicated QA testing mode) — shipped to millions of players.
- Legacy Systems & Hard Problem-Solving: Diagnosed and fixed a language-synchronization defect present across all Ubisoft titles for 5–6 years; shipped boot-stage video playback considered unfeasible by repurposing a legacy video engine.
Experience
Associate Lead Programmer
- Promoted directly from Programmer to Senior + Associate Lead in a single review cycle with highest possible rating
- Led team of 3 programmers while remaining hands-on; defined technical direction and owned quality standards
- Architected high-priority in-game marketplace feature in daily collaboration with monetization, UX, UI, and creative teams
- Role ended with closure of Ubisoft Belgrade in June 2026
Programmer
- Designed UI architecture for ECS-based engine eliminating duplicated view-model logic; presented to other studios for company-wide adoption consideration
- Sole engineer on complete in-game Store for Assassin's Creed Mirage (3D previews, offline offers, real-time connection handling, QA testing mode)
- Engineered fully data-driven Marker System from scratch spanning HUD, minimap, compass, and world map with in-editor configuration
- Diagnosed and fixed language-synchronization defect present across all Ubisoft titles for 5–6 years, coordinating with external Ubisoft Connect team
- Shipped Season Intro video playback at boot stage before video engine initialization by repurposing legacy engine with skip controls and subtitles
- Architected data-driven Options System on Riders Republic enabling designers to extend options page with zero programmer involvement
- Mentored interns and junior programmers, sparking interest in people leadership
Junior Programmer
- Owned Custom Lobby feature for Ghost Recon Breakpoint end-to-end from design through shipping
- Conceived and built Weapon Balancing Tool automating two-player DPS tests (damage-per-second, time-to-kill, configurable parameters); still in use 6 years later
- Self-taught shader development to implement real-time Incursion Circle on minimap with live closest-point indicator
- Proposed and led Input Preset Refactor on Riders Republic, replacing device-coupled system with polymorphic device-agnostic architecture
- Built suite of HUD systems: notification manager with queueing and priority, skill-activation effects, contextual timers
Programming Intern
- Diagnosed and fixed bugs in live AAA codebase
- Gained foundational experience with large-scale proprietary engine workflows, Perforce, and professional code review
Education
Secondary School Diploma
Contact
Takovska 5, Belgrade, 🇷🇸 Serbia.
Email: [email protected]