I am a generalist developer with over 10 years of experience in engine programming, game creation, and tools development. I’ve worked with several engines, including Unity, Bevy, and Phoenix, with more than 8 years dedicated to Unity engine development, driving major features and creating advanced tooling. I am also a self-published developer on the Unity Asset Store, releasing 9 commercial tools with over 40,000 downloads.

My experience spans a broad range of engine components. On the graphics side, I’ve worked extensively with both low-level APIs (DirectX 12, DirectX 11, Vulkan, Metal) and high-level rendering systems, including Unity’s render pipelines and shader development. Beyond graphics, I’ve contributed to platform and mobile-specific systems, giving me deep insight into cross-platform engine challenges. I also have a strong passion for data-oriented design, with significant experience architecting systems around ECS principles for high-performance game development.

I am highly skilled in multiple programming languages, including C, C++, C#, and Rust, with Rust being my personal favorite. These languages have shaped my versatility in approaching engine development, enabling me to work effectively across low-level systems, high-performance code, and user-facing tools.

Work Experience

Founder

Project Dawn

Vilnius

Developed and published over 9 commercial Asset Store packages. Completed contract work with 3 different studios. Currently developing an independent game.

Unity EngineHLSLC#HPC#PythonECSDiscord

Senior Graphics Engineer

Huawei Ireland Research Center

Dublin (Remote)

Developed a WebGPU implementation for Huawei’s technology stack.

WebGPUVulkanC++

Senior Graphics Engineer

SneakyBox

Kaunas (Remote)

Ported Warhammer 40,000: Space Marine from DirectX 9 to DirectX 12.

Phoenix EngineDirectX 12C

Software Developer

Hedra

San Francisco (Remote)

Developed an advanced editor tool using the Bevy engine with ECS (Entity Component System) architecture, implemented in Rust. Focused primarily on the graphics pipeline, leveraging WebGPU for rendering.

Bevy EngineWebGPUwgpuRustECS

Senior Developer

No Brakes Games

Vilnius (Hybrid)

Developed tools for Human: Fall Flat 2.

Unity EngineHigh-Definition Render PipelineC#

Senior Graphics Engineer

Unity

Copenhagen (Remote)

Worked on Unity’s high-level graphics render pipeline, Universal Render Pipeline. Implemented a high-performance decal system with multiple backends for specific platforms.

Unity EngineUniversal Render PipelineC#

Software Developer

Unity

Vilnius

Maintained mobile graphics platforms, which included fixing bugs and implementing feature requests from Apple. Implemented Local Keywords in Unity, a crucial feature for Asset Store developers and SRP.

Unity EngineC/C++DirectX 11DirectX 12Metal
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