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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.

Featured

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Unity, C#, HLSL

99% Visible: GPU-based Visibility System in “A Search For a Shiny Thing”

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.

Talks and Lectures

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2025
50-70 Hours
1
Google Slides

Introduction to SIMD

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.

Student Projects

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2025
10 Weeks
1
Vulkan, ImGui, C++

Ray Tracer (Vulkan)

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.

2024
7 Weeks
12
Unreal Engine 5

Untitled Skeleton Game

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

2022
10 Weeks
8
Unity, C#

Indomitable

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

2021
10 Weeks
7
Unity, C#

Daidala

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