Available for AAA Roles

ADAM

GAME DEV
GAME DEV
GAME DEV

ABOUT ME

Age: 22 years old

Location: Serbia, Europe

Experience: 7+ years specialized Unity development

Specialization: Gameplay Programming, System Architecture, and Performance Optimization

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5-Star Ratings

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Game Dev Experience

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Game Dev Experience

Trusted by Global Clients

Trusted by Global Clients

  • "Adam was great. Will be working with him again."

    — adubJohnson

  • "Thank you for completing my project in a timely matter looking forward to work again in other projects ! Keep The good work!"

    — zavkos

  • "Best and very much time effective. Listens to your problem and does it all!"

    — muhltahad

  • "It was a pleasure to work with Adam. I'll certainly use him on my next projects."

    — tangoblue

  • "Adam truly stands out in Game Development, delivering exceptional quality with top-notch code expertise and professional documentation. His language fluency and cooperative nature ensured swift and seamless completion of my project. Really fast delivery and great communication made working with him.."

    — dankyslav

Highlighted Work

Highlighted Work

WALK THE DOG RALLY

A chaotic arcade delivery game where you walk dogs across busy streets while avoiding traffic and managing time pressure.

MY ROLE

Solo Developer: Architecture & system design, Project management, Optimization & WebGL deployment, UI implementation, and Gameplay Systems.

UNITY URP

C#

Physics

SHADERS

Performance Optimization

Object-Oriented Programming

Data-Oriented Design

System Architecture

r/

r/Unity3D

• Posted by u/AdamOdri

Viral

Rally was Top 2 trending reddit post in Unity

54K

160 Comments

VIEW ON REDDIT

r/

r/Unity3D

• Posted by u/AdamOdri

Viral

Rally was Top 2 trending reddit post in Unity

54K

160 Comments

VIEW ON REDDIT

Architecture Deep-Dive

Architecture Deep-Dive

Technical Systems Stack

01. TRAFFIC SYSTEMS

Scalable traffic simulation featuring real world driving logic, lane navigation, intersection handling, and intelligent vehicle interaction.

Pathfinding optimized for high-density multi-lane highway scenarios.

Optimized to support large numbers of cars simultaneously.

Vehicle logic includes braking, turning, and lane checking.

OPTIMIZATION

CUSTOM PATHFINDING

02. Crowd (NPC) System

High-performance NPC simulation leveraging the Unity Job System and Burst Compiler to handle massive NPC counts with minimal overhead.

Supports 500+ NPCs simultaneously while maintaining 60FPS.

Parallel NPC movement calculations

Instanced skinning for unique visual variety across the crowd.

Job System

Burst Compiler

03. Player Controller

Responsive, highly polished player controller inspired by Super Mario movement principles. nhanced movement feel and animation quality through code-driven polish techniques

Advanced movement mechanics.

Dynamic animation procedural leaning based on velocity vectors.

Custom physics solver for frame-perfect collision response.

ANIMATION

MOVEMENT

04. Destruction System

Real-time physics-reactive chain reactions. Optimized for satisfying environment interaction and visual impact without stalling the main thread.

Objects react to physics impacts and can trigger chain reactions.

Modified Unity physics to create responsive object interactions.

Optimized particle effects for better performance.

COLLISION DETECTION

Chaos Physics

TECHNICAL PROTOTYPES

Movement Prototype

A fast-paced movement prototype developed within 9-10 days, created to explore advanced traversal mechanics inspired by classic arena and competitive shooters such as Quake and Counter-Strike.

The project focuses on momentum-based gameplay, allowing players to preserve and build speed through bunny hopping, grappling, and sliding mechanics. These systems are designed to interconnect, enabling fluid traversal and skill-based movement expression across the environment.

Key Tech Used

C# PHYSICS

CHARACTER CONTROLLER

REPLAY SYSTEM

VECTOR MATH

Spicy2048 - Merge Blocks

The game was released on Google Play

Spicy2048 is my take on the classic 2048 puzzle game, built with extra polish and a few quality-of-life improvements.

I focused on making the game feel smooth and satisfying to play, with clean grid movement and responsive controls. I also added an Undo feature, allowing players to revert their last move if they make a mistake, along with a high score system to track progress between runs.

Key Tech Used

Complex Grid

Mobile Input

Polish

PUBLISHED GAME

PinPin My Ball

The game was released on Google Play

PinPinMyBall is a small mobile game built around pinball-style gameplay and physics. The goal was to create something simple, fun, and a bit chaotic while experimenting with my intentionally “bad” and goofy art style to give the game its own personality.

Key Tech Used

Pinball physics

Mobile Input

2D

PUBLISHED GAME

2D shooter Prototype

This is a small prototype built in one day to demonstrate how a game can still feel polished, smooth, and satisfying even with little to no art assets.

The focus of this project was on building flexible gameplay systems rather than visuals. It includes a data-driven gun system, allowing new weapons to be created quickly and easily. Guns can be swapped, dropped, and equipped through a simple inventory system.

Key Tech Used

Inventory

CHARACTER CONTROLLER

Gun system

Roguelike leveling

Mage game Prototype

Prototype featuring a WoW inspired camera system where left click rotates the player with the camera, while right click freely orbits around the player. Includes a camera spring system for jump and landing to add more life to movement.

Character visuals are enhanced with cloth and hair physics. The project also includes a data-driven ability system, allowing new abilities to be created in seconds and easily used to build different classes like mage, warrior, or druid.

Key Tech Used

Camera System

CHARACTER CONTROLLER

Abilities

Classes

© 2026 ADAM CODED | SENIOR UNITY DEVELOPER

© 2026 ADAM CODED | SENIOR UNITY DEVELOPER