services

How we can work together

From auditing a single frame to joining your team for real. Twenty-plus years inside engines — Metro, Deathloop, Age of Empires II, The Sims Mobile — you can see the results in these projects.

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Performance audit & optimisation

Game stutters on target hardware? I find the cause with a profiler, not guesswork: measurements, a prioritised list of findings and fixes that actually land.

  • CPU/GPU bottlenecks, frame time, hitches
  • Memory: per-frame allocations, fragmentation, pools
  • Before/after measurement report
  • A checklist that stays with your team
Timeline
Estimated per project
Price
Negotiable
Let’s talk →
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Platform porting

The full cycle — from the first boot on a new platform to shipping in the store. Consoles, mobile, PC: I did it for Blades of Time, Cuisine Royale and EA’s mobile titles.

  • Building and booting the engine on a new platform
  • Adapting rendering, input and file system
  • Memory and performance budgets for the hardware
  • Certification readiness
Timeline
Estimated per project
Price
Negotiable
Let’s talk →
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Engine & architecture

Engine core, memory systems, job system, asset loading. I build systems that don’t allocate on the hot path and behave predictably on the worst frame.

  • Allocators, domain memory, zero frame allocations
  • Multithreading and job systems
  • Streaming and resource management
  • Refactoring legacy code without stopping production
Timeline
Estimated per project
Price
Negotiable
Let’s talk →
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Game AI

Architecture and development of NPC AI — from combat behaviour in Metro to AI work on Deathloop. Smart, readable for the player and cheap per frame.

  • Combat AI and NPC behaviour
  • Behaviour trees, FSMs, utility AI
  • Navigation and perception
  • Optimising AI to fit the frame budget
Timeline
Estimated per project
Price
Negotiable
Let’s talk →
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Technical consulting & code review

Unsure about an architectural decision? A second pair of eyes before production is cheaper. I review the codebase and give concrete, actionable recommendations.

  • Architecture and C++ codebase assessment
  • Prioritised tech-debt list
  • Live session with your team
  • Follow-up Q&A
Timeline
Estimated per project
Price
Negotiable
Let’s talk →
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Full-time or contract

Open to collaboration and happy to consider offers.

  • Engine / Gameplay / Performance / Tech Lead
  • C++, engines, optimisation, porting
  • Mentoring and code review
  • CV and references on request
Timeline
Long-term
Price
Negotiable
Let’s talk →

What people I’ve worked with say

All recommendations on LinkedIn →
“In his work on The Sims Mobile, he demonstrated a strong understanding of game engine architecture, identified and resolved some bottlenecks. He also designed a new signal/action system that minimized memory allocation. In his work on Scrabble Mobile, he contributed to the development of the Android version of the game and redesigned the player profile API. His contributions had made a significant impact on the games we worked on together.”
Boris ShirvinskyFormer technical lead · EA St. Petersburg
“Sergei is skilled in integrating external modules and has a solid knowledge of the C++14 standard. He effectively utilizes unit and integration tests. Additionally, his expertise in handling crash dumps and using debuggers is commendable. Sergei is also reliable during critical milestones. He actively participates in feature discussions bringing new ideas to the table.”
Oleksandr PavlovetsProject colleague

Which one fits you?

Not sure? Drop me a few lines about the project — we’ll figure it out together and I’ll give you a timeline estimate.