Software Engineer · Unity & .NET
I build gameplay systems in Unity / C# and backend prototypes with .NET.
Co-created and shipped Humanity’s Last Stand — 1,000+ downloads on Google Play.
Open to Software Engineer, Unity Developer and C#/.NET roles
Wrocław, Poland · Both CV editions
Selected work · Skills · More projects · Contact
Released game · Backend case study · Unity source
Released Android game · Unity C# · Two-person team
A 3D aerial-combat game with enemy encounters, aircraft progression and weapon upgrades — taken from idea to public release.
- My role: primary responsibility for programming and gameplay; also game design, testing, store icons and descriptions, and release preparation. My teammate focused mainly on models and assets. We developed and published the game together.
- Released: 1,000+ downloads on Google Play, as displayed on 16 October 2026. Known during development as Pig Invasion.
Backend reliability prototype · C# ASP.NET Core EF Core PostgreSQL Kafka Docker
What happens when a database transaction succeeds, but publishing its event fails? Blackbox explores that boundary in an order workflow using a transactional outbox and a Kafka worker.
- Implementation: workflow state and outbox records commit together; a worker claims pending records and publishes them to Kafka.
- Evidence: a public case study with code excerpts, a transaction diagram, failure scenarios and a dated test record. The repository is private.
Technical review · transaction boundary, tests and current limits
- Concurrency: the worker claims PostgreSQL rows with
FOR UPDATE SKIP LOCKED. - Failure window: the article traces what happens between Kafka acknowledgement and database commit. The current Inbox recognizes the same Kafka offset; logical-event deduplication and exactly-once business effects remain open work.
- Recorded verification: the 14 October 2026 local run reports 71 unit tests, 6 PostgreSQL integration tests and 32 Playwright API scenarios passing. These are functional checks, not load tests or production-availability measurements.
Public Unity prototype · C# Jobs Burst Spatial Hashing
Flying-agent behaviour built around flocking, formation strategies, state machines and reusable object pools.
- Implementation: a Burst-compiled
IJobParallelForevaluates nearby agents through a spatial hash;FlockingSystemmanages native buffers and schedules jobs. - Review path: public source, a focused code tour and setup instructions — including what still needs validation.
Technical review · three source entry points and performance scope
- FlockingJob.cs — parallel neighbour evaluation and flocking behaviour.
- FormationFactory.cs — formation strategy selection.
- ObjectPoolBase.cs — prewarming, reuse and pool expansion.
This is a technical prototype. Reproducible frame-time and allocation captures are still needed before quoting performance results.
Gameplay & tooling
C# · Unity · gameplay implementation · state machines
Formation strategies · object pooling · editor tooling
Backend & data
ASP.NET Core · EF Core · PostgreSQL · SQL transactions
Kafka · outbox/inbox boundaries · retry behaviour
Verification & delivery
xUnit · PostgreSQL integration tests · Playwright API tests
Git · Docker Compose · Android release preparation
- Shared AR Workshop — Unity/C# AR prototype with a Node.js room relay and a recorded two-browser walkthrough. Physical-device AR validation is pending.
- ProcureScope — Python/PostgreSQL data pipeline with source-response archiving, record validation, dbt models and Airflow scheduling.
Simulation & tooling experiments
- Blackhole Simulation — gravitational-visualization experiment with a real project recording.
- PathDrawer — Unity trajectory-visualization tool presented through a project capture; the original source is unavailable.
Looking for an engineer who can connect gameplay, systems and delivery?
I’m open to a conversation about your team.
Portfolio — projects, demos & CV
michael.rusinek.contact@gmail.com


