C++ Software Engineer

I have been developing multiplayer cross-platform games on Unreal Engine for the last 5 years.
My passion is to create high-performance solutions.

  • C++
  • UE 5
  • 5+ years
  • Network
  • Cross Platform

Profile

key notes about me

  • C++ Software Engineer with 5+ years of experience building production systems for real-time, cross-platform multiplayer products.
  • Experienced in asynchronous and concurrent C++ architecture, networking and protocol design, distributed state synchronization, performance optimization, production reliability, and end-to-end ownership.
  • Technical leadership experience spanning engineer mentorship and end-to-end delivery with external development teams.
  • Proven ability to turn complex technical challenges into reusable systems and workflows adopted across engineering and content teams.

Domain of Expertise

what I'm capable of

Gameplay

  • Gameplay Ability System
  • Networking / Replication
  • Core Subsystems
  • Character, Controls & Camera
  • Collisions, Tracing and related Physics

Meta-Gameplay

  • Core Subsystems
  • General UI Development
  • Interactive Spatial UI
  • Client State Tree / State Machine / Transitions
  • Meta-server Networking

Misc

  • Plugins Development
  • Unreal Engine Modifications
  • Tools Development

Latest Activity

what exact things I made

  • Selective Gameplay Ability System Replication

    Designed and implemented a selective replication layer for Unreal's Gameplay Ability System, enabling targeted replication of Gameplay Effects, Attributes, and Gameplay Tags.

  • Kinematic Animation with a Proprietary Physics Engine

    Integrated a proprietary physics engine with Unreal Engine tooling and network prediction, enabling level designers to create production-ready scenarios without additional engineering support.

  • Asynchronous C++ Framework

    Designed and implemented a low-overhead asynchronous C++ framework built on Unreal delegates, standardizing concurrent workflows across the project.

  • Network-Synchronized Tutorial System

    Designed and implemented a tutorial system with network-distributed state, supporting both linear and semi-linear scenarios.

  • Asset Discovery System

    Designed and implemented a discovery and linking system that decoupled client-side binary assets from editable entity server-side metadata.

  • Battle Server Telemetry System

    Built a distributed network telemetry system that probed infrastructure nodes using ICMP, aggregated latency and availability data, and supplied the results to matchmaking services using Protobuf.

  • Cosmetics and Commerce Feature

    Owned the client architecture and end-to-end delivery of a production cosmetics and commerce feature, collaborating with product managers, game designers, and server engineers from design through release.

  • Recoil and Knockback Mechanics

    Extended and supported recoil and knockback mechanics, enabling game designers to configure response curves while coordinating camera shake effects with physical impulses.

Career

experience and growth

  1. Oct 2020 - Present5 years

    Wargaming Group Limited

    C++ Gameplay Systems Engineer

    • World of Tank Blitz: Reforged Update & other multiplayer titles

      • Production C++ systems & reusable runtime infrastructure for Unreal Engine projects, spanning gameplay, concurrency, networking, distributed state synchronization, client–server architecture, and engine integrations.
      • Established project-wide asynchronous and concurrent programming practices, turning complex concepts into reusable abstractions adopted by other engineers.
      • Architected foundational technology and an incremental migration strategy, enabling gradual adoption across an existing codebase without disrupting ongoing development.
      • Designed self-service tools and workflows that enabled other disciplines to work independently, reducing ongoing engineering overhead.
      • Profiled and optimized performance-critical systems across target platforms.
      • Owned features end to end—from stakeholder alignment and architectural decisions through implementation, refinement, and production delivery.
      • Mentored experienced engineers, helping them adopt unfamiliar technologies and become independently productive.
      • Led the technical delivery of features developed by an external engineering team, aligning architecture, implementation quality, and cross-team collaboration through release.
  2. Sep 2017 - Jul 20214 years

    Belarusian State University of Informatics and Radioelectronics

    Software of Information Technologies

    • Faculty of Computer Systems and Networks

      • Bachelor’s Degree in Software Engineering

Goals

where I'm heading

  • Grow Professionally as a C++ Software Engineer.

  • Work in a Team of Experts on an Ambitious Project.

  • Develop High Performance Low-Latency Systems.

Projects

  • World of Tanks Blitz Reforged Update

    An update to the popular World of Tanks Blitz that was written on Unreal Engine.

    • Crossplatform
    • Multiplayer
    • C++
    • Commercial
    • UE5
  • Unannounced Chess Desktop Application

    My own unannounced side-project that I develop in my free time.

    • Desktop
    • Network
    • C++
    • Personal
  • XYZ School: Beginner C++ Course for Game Developers

    One of the co-authors of the C++ course for game developers.

    • C++
    • Course

Stack

Main
C++23STLUnreal Engine 5
Auxiliary
CMake 4ProtobufJSON SchemesAssemblyPythonC#JavaScriptTypeScriptNodeJS
Tools
Visual StudioUnreal InsightsGitPerforceJiraConfluenceBitbucketTeamCitySentryGrafanaAWS S3CloudwatchClaude CodeCodexFigmaMiro
Knowledge
Algorithms & Data Structures Linear Algebra Gameplay SystemsAsynchronous Coding NetworkingDistributed State Synchronization Performance Analysis & Optimization