Racing Club
Autobahn
A high-speed racing game built around driving through traffic. I was the lead programmer in a three-person team.
READ CASE STUDY →I build gameplay systems, physics, AI and tools. Mostly in C#, with a soft spot for realistic physics and problems that require digging below the surface.
A high-speed racing game built around driving through traffic. I was the lead programmer in a three-person team.
READ CASE STUDY →A multiplayer modification for a game originally released without multiplayer. I led networking and the Lua Modding API.
READ CASE STUDY →
A Garry's Mod gamemode inspired by The Long Dark, with cold, hunger, clothing, cooking and hunting systems.
STEAM WORKSHOP ↗Audio analysis, VRChat OSC and LED hardware in one desktop application.
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Procedural planets, resources and autonomous creatures.
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A playable coffee-shop test project built in roughly 3–6 hours.
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Collision-driven visual deformation of vehicle body geometry.
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An item inventory and Counter-Strike-style case opening system.
→I’m Danil, a gameplay programmer who likes making systems feel physical, responsive and believable.
I’ve been programming for around 5+ years, mostly through freelance work and personal projects. I’ve worked solo, in small teams, and as the lead developer of a multiplayer mod with a community that peaked at around 30,000 Discord members.
My main direction is gameplay programming in Unity, but I’m comfortable moving between engines and lower-level problems when a project needs it.
Feel free to reach out through any of the channels below. I’ll get back to you as soon as possible.