Hi there! I'm Sergei, gameplay programmer / technical designer. Also: hobbit, wearer of metaphorical hats, and co-founder of The Notlanders.
I strive to write performance-aware code and approach game architecture in an exploration-based way. I deeply care about the art of game design and want to contribute to the medium thoughtfully. Outside of games, I'm currently into lifting heavy things and history podcasts.
Between 2024 and 2026, I worked on an unreleased photography adventure game titled “A Search For a Shiny Thing”. This article takes a look at the tech behind the photography system I developed for the game, focusing on a GPU-driven visibility system that gathers data about everything the camera sees and allows us to evaluate the quality of the shot.
In late 2024, I became interested in trying my hand at teaching. I challenged myself to pick a difficult topic, research, and teach it. This turned into “Intro to SIMD”, a one-off lecture I first gave to my peers at Futuregames and next year again as part of Engine & Tools course at Futuregames. I really enjoyed the process of creating educational material, and I would like to eventually tackle teaching a whole course.
Real-time hardware accelerated ray tracer built with Vulkan ray tracing extensions that I wrote as a graduation project at Futuregames. The repository started out as a 3D game engine with a forward renderer I developed during a previous course. In the year leading up to the project I was doing a lot of graphics related work for “A Search For a Shiny Thing”, which inspired me to dive deeper into graphics programming.
Untitled Skeleton Game is a comedy game with light puzzles and combat. You play as a skeleton in hostpital, stealing organs, bonking doctors on the head, and looking for milk.
I developed about a third of the gameplay features, including the throwable brain, interactables and actuators, and made simple patrol-chase enemy AI.
Nominated for "Jury Choice" at FGA2024
Indomitable is a boss-rush game where you play as a skilled fighter captured and forced into gladiatorial combat.
I primarily worked on the boss enemy AI, using context-based steering for navigation and behavior trees for decision-making. I also did other bits and bobs: shield block mechanic, fireball-spewing furnaces, audio and VFX implemention, and more.
Nominated for "Public Choice" at GGC2022
Daidala is a tower defense game in which you are tasked with protecting the Minotaur at the center of the labyrinth.
I was the primary programmer on this project, so rather than attempting to catalogue every system and feature I worked on, I'd like to highlight the excellent work of Mario Palleschi, who was responsible for the enemy programming.
Nominated for "Best in Show" at GGC2021