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++23 / STL / Unreal Engine 5
Auxiliary
CMake 4 / Protobuf / JSON Schemes / Assembly / Python / C# / JavaScript / TypeScript / NodeJS
Tools
Visual Studio / Unreal Insights / Git / Perforce / Jira / Confluence / Bitbucket / TeamCity / Sentry / Grafana / AWS S3 / Cloudwatch / Claude Code / Codex / Figma / Miro
Knowledge
Algorithms & Data Structures / Linear Algebra / Gameplay Systems / Asynchronous Coding / Networking / Distributed State Synchronization / Performance Analysis & Optimization