Warning: Undefined array key "HTTP_ACCEPT_LANGUAGE" in /usr/home/Critsoft/domains/tarasienko.pl/public_html/translated-text.php on line 16 Dawid Tarasienko - Unity Developer
Eng. Dawid Tarasienko
Unity Developer
A Unity Developer with over 10 years of experience creating projects with Unity and over 5 years of commercial experience developing games and interactive applications.

I have been working with Unity since 2015, focusing on gameplay programming, performance optimization, and creating tools that support the development process. Throughout my career, I have worked on commercial projects as well as personal hobby projects created individually or in small teams.

I graduated from the West Pomeranian University of Technology in Szczecin with a Bachelor's degree in Computer Science.
Besides commercial projects, I have also participated in several game jams - both online and in-person - where, together with small teams, we created games in less than 48 hours.
Skills
Main skills
  • C#
  • Unity
  • Multiplayer (UNet, Photon, TCP / UDP)
  • CPU / GPU optimization

  • Shader basics
  • Code Review
  • Git / Plastic
  • Jira / ClickUp / Miro

Tools and frameworks
  • Addressables
  • DOTween
  • Odin Inspector
  • Mesh Combiner (my asset)
  • Wwise
  • Zenject

  • Assembly Definitions
  • UniTask
  • OpenXR
  • Input System
  • Cinemachine
  • Timeline

  • Project Auditor
  • ProBuilder
  • UMotion Pro
  • All In 1 Sprite Shader

  • MemoryPack
  • Firebase
  • Facebook SDK
  • other...

Other skills which I know at least on basic level
and which I used to create at least one small project
  • C / C++
  • Java
  • Android
  • OpenGL / OpenGL ES
  • Reverse Engineering

  • Machine Learning
  • Visual Effect Graph
  • Blender
  • GIMP 2 / Photoshop



Commercial Projects
Some commercial projects I developed while collaborating with various companies
Hotel Galactic
A hotel management game set in an intergalactic universe. The demo received a large number of very positive reviews. The game's Early Access version was released on July 24, 2025. Unfortunately, the launch should have been postponed, which resulted in mixed reviews. The game later underwent a major rework, and on December 18, 2025, we released a large update that significantly improved player reception, with reviews posted after the update being mostly positive. The game is available on Steam for PC, with a console port also planned.
I worked on implementing new features and, after launch, fixed bugs and assisted with the rework.


View the demo on Steam

View the full game on Steam


Major Gun 2
A mobile FPS originally developed by Fabryka Gier in 2011. The project was later acquired by a Chinese company and eventually sold back to Byss Mobile (the lack of documentation and Chinese comments throughout the codebase certainly made development in 2020 much more enjoyable 😅).
My responsibilities included updating third-party plugins (Facebook, Firebase, etc.), fixing bugs and implementing new features.


Visit the official website

Download on Google Play

Download on App Store


Voxly 3D
A voxel-based 3D coloring game. I worked on bug fixing and memory usage optimization, as the game occasionally crashed on older devices with only 512 MB of RAM. I also developed native C libraries (.dll / .so) using open source software for recording and saving gameplay videos on Android devices.


Visit the official website

Download on Google Play

Download on App Store


Ink Tail
A story-driven coloring game with puzzle elements. I worked on it for about 2 years (with breaks for other projects) from the very beginning of development and implemented most of the gameplay mechanics (for example, the coloring system is handled on the GPU using a shader, after which the colored image is sent back to the CPU and saved to the phone's storage (over and over again, since each image consisted of dozens to hundreds of individual elements that could be colored). This made the operation several times faster compared to CPU-based coloring and eliminated major FPS drops when saving the modified texture).
The game was already practically finished and its global release was planned within a few weeks. Unfortunately, around that time the company laid off roughly 80% of its employees, and the game ended up being shelved... However, it is still possible to download an old version of it (it was released and tested in 3 countries, including Poland).


Download on Google Play

Other games by Fuero Games


Bird Simulator
A small one-month contract project that Green Planet Games hired me for in 2020 for one of their clients. It is a PC game released on Steam featuring multiplayer functionality powered by Photon. I was given a list of tasks to complete independently, including implementing new mini-games, fixing bugs, improving host-client synchronization, creating a new cyberpunk-themed map, and adding various gameplay elements such as mini-games, vehicles, NPCs, and more. It may not be the most remarkable game ever made, but I successfully delivered everything that was requested.


View the game on Steam


Personal Projects
Projects created in Unity
Cozy Ship
A small "cozy" game I created in early 2025 over the course of a few days as part of a recruitment task. Its purpose was to showcase my coding standards and project architecture. The project uses an MVC architecture combined with Dependency Injection (Zenject), and I also spent some time experimenting with custom water shaders. The repository contains detailed documentation describing all implemented systems. The second slide includes a video demonstrating the input mapping system (built with the new Input System), allowing simultaneous support for both keyboard and gamepad controls.


Source code on GitHub

Recruitment task description


Last Barricade VR
I am currently developing a small cooperative VR FPS game with Tower Defense elements. The multiplayer will be built using Photon Fusion and I also plan to create additional multiplayer implementations using FishNet or PurrNet for comparison and learning purposes. The project is being developed using a Bootstrapper Scene, State Machine, Service Locator, and an architecture based on the Actor Model. The architecture combines ideas inspired by ECS and Unreal Engine's Actor-Component model, providing modularity, loose coupling between systems, and easy scalability of game logic.
I will update this section soon with new screenshots and a more detailed project description.




Legacy Unity projects created before 2020
NEAT Race
A small project that uses Machine Learning (I created my own neural network / self-learning artificial intelligence) to train cars to drive on a racing track using the NEAT algorithm (NeuroEvolution of Augmenting Topologies).


Play in the browser

Download .exe on Windows

Download .apk on Android

Source code on GitHub


Mesh Combiner
An asset I released for free on the Unity Asset Store. It has received many positive reviews, and I may expand it with additional features in the future. It is designed for combining meshes and their materials, allowing developers to optimize their games by reducing CPU usage and decreasing the number of draw calls in a scene.


Download on Asset Store

Source code on GitHub


Cross the Hell
A full version of game created at Ludum Dare 43 game jam in 2 days, which theme was "Sacrifices must be made".
This is a 2D puzzle-arcade platform game, in which player has to move from one point to another moving from first to second dimension, to overcome obstacles.
The gameplay difficulty is not easy and requires from player to remember the invisible objects being in another dimension (unless the player chooses an easy difficulty level - then the second dimension is visible in the form of flying particles in the right color).


Play in the browser

My Ludum Dare 43 submission

Source code on GitHub


Catcher
An arcade game for mobile devices in which the player has to catch spawning elements with different properties (red - normal, black - heavy and when touches the platform can not be catched again, green - jelly and sticks to the platform, blue - shrinking/disappearing) and place them on the platform.
In game also is a cooperative mode in which 2 players can work together by connecting in a local network. For network communication I used TCP/UDP sockets and UNet.
Game is not ready yet. Some features are not finished, for instance loggin into the players account or weekly competition for special skins. UI will be redesign and I need to reduce e.g. the number of clouds for the weaker devices, because after some time they have a CPU throttling and the FPS number drops from 60 to ~25.




Ubermarket SIM 2017
An online simulator which allows the player be a businessman who has his own shops network. After a match the player can see graphs with data which was collected on whole gameplay. Based on collected data the player can deduce why he was doing worse than another players.
The players (max 5 on the server) at beginning of the gameplay choose the right terrain to buy and build their first shop on. The each terrain has its own parameters which define its profitability, for instance an area security or terrain size (on the bigger terrain we can build bigger store (or expand an existing one) and parking). Next the players order the goods which have different prices and expiration date in different warehouses. After that the players set own prices, employ employees and improve the store.
The simulator was created for my engineering work. All of its elements were created from scratch (not including trees from Asset Store and icons/images). I created all 3D models in Blender. The graphics were made quickly for lack of time and is not very beautiful, but it was not important at all here. The simulator/game (like you see on screenshots) is only in Polish language.




Jelly Auto-Creator
A tool which changes normal/solid mesh (uses a Mesh Filter and a Mesh Renderer components) into "jelly" mesh (skinned mesh, uses a Skinned Mesh Renderer) without need to do it yourself from scratch.
I created it to speed up the process of creating sticky jelly elements in my above game "Catcher".
The tool is in the "alpha" version and requires a little more work to work with all the more complex mesh shapes.




Effects created in Visual Effect Graph
A "set" of effects created in Unity with "Visual Effect Graph". Currently, only 1 effect is available. In the future, I may update the GitHub repository below and add new effects.


Source code on GitHub


Sims AI Demo
A small demo which was a recruitment task for one company. I had to create an artificial intelligence and a room with items that it will use. The player can choose what the character in the game have to do or press the task prioritize button, which will set the interactions according to the needs of artificial intelligence. If the player doesn't do anything, then after 5 seconds the AI randomly starts interacting with items (if the AI is hungry then is a bigger chance it will go to the fridge to eat something). A more detailed description of the project is in the link below on GitHub.


Play in the browser

Source code on GitHub


Legacy Android, Java, and C#/.NET projects created before 2020
Remote Rewinder
A client-server application which allows remote control of a computer keyboard. I created it for myself to don't have to get out of bed while watching a movie to rewind or pause/resume.
The client is written on Android using Java language. The phone's physical volume keys are used to send commands to the PC (the server written in C#/.NET) on WiFi network, so the user can comfortably rewind the movie without looking at the screen of their smartphone. The application runs in the background without any problems when the phone screen is asleep.
The perfect solution for those who do not have a wireless keyboard on hand ;).


Source code on GitHub


Ultra Binary Calc
My "super" calculator on Android in which the user can simultaneously calculate numbers in different number systems.
This is my first app that I released on Google Play, in 2015. I planned to make some improvements to the UI in the future and slightly adjust the interface layout to make it more user-friendly


Download on Google Play


PoE Trade Online Status
A little bot which refreshes your online status on poe.trade platform where you can trade items in "Path of Exile" game. Thanks to that the other players know that they can write to us for trade in the game.
I created this program for me and my friends because we did not want to use programs in which is required use the game account's login and password (here you have to use only your link assigned to your account on the aforementioned platform).
I used the "jsoup" library for HTTP communication.


Source code on GitHub


Potato Sender
A bot which sent messages with links to images on the wykop.pl website where was a charity campaign.
At the event, people had to share pictures of potatoes under the #charytatywnapyra tag (ang. #charitypotato). For each sent post you earned 1zł (later 3zł) for equipment for sick kids. The website rules did not prohibit use the programs that do the automatic work for me, so I created one :).
The program uses the "Selenium WebDriver" library which allows to create a bot that uses different browsers like Chrome or Firefox.


Source code on GitHub


V-Poster
My first created bot. It allowed sent one post to several websites simultaneously. This could be useful mainly for people who want to share their links to videos on forums.
It uses the "Selenium WebDriver" library which uses simultaneously different browsers, depending to to which forum it sends the message. Some websites support the "light-weight" browser which has not interface - "Ghost Driver/PhantomJS". Its advantage is that it is fast, but unfortunately it does not work on all websites. Firefox is used to support more "demanding" websites. If some website will require to rewrite reCAPTCHA from a image then user has to rewrite it in the program or in the browser (when using Firefox).
The bot uses too the "SQLite" library to operate on a data base. It is used, among others to save the history of sent messages. Thanks to that the user can find previously sent post, edit it (for instance update the links) and send post again as a new one.
The program of course was created for educational purposes and was not used to share illegal files :).




OpenGL ES - Android Demo
A small project created in college, using the "OpenGL ES" framework which allows create 3D visualizations and games for mobile devices. The entire project was created from scratch in Java for Android, using the Google documentation and some tips we got in the labs/lessons.
We had to do a terrain with trees and buildings (that is, create objects/meshes from scratch - from individual triangles), add lighting, create material that reflects lighting (a new shader for water), add the ability to move on created curved terrain (in the second video the player is teleported to the center if tries to go outside the borders of available area), etc.




Signal Visualization
A program which was expanded from laboratories to laboratories in college (on the subject "Fundamentals of Data Transmission"). It was created to visualize signals of different types depending on the entered data.
I didn't have to use external libraries to create charts, because the .NET Framework already has one (the program was written in C#).




N-Queens Puzzle
A chess and mathematical problem. This is the problem of placing N chess queens on an N×N chessboard so that no two queens threaten each other. A solution requires that no two queens share the same row, column, or diagonal (more information here).
I created this program in college on the subject "Introduction to Artificial Intelligence", in Java. It deploys in sequence the queens, using a recursion/recurrence on the chessboard and checks "beats" between them. If the "beats" exists then algorithm comebacks to the last queen and move her to the one field further.




Genetic Algorithm
A program (created for next labs on the subject "Introduction to Artificial Intelligence") which uses the genetic algorithm to select the best chromosome from the randomly generated population (with a size of 10) through 100 generations. In this case the best chromosome is the queen without collisions/"beats" on the 4x4 chessboard (value of the best chromosome without collisions: [2413]). Used selection algorithm name is a "tournament selection". You can read more about genetic algorithm here (PL) and here (ENG)).
The program was written in Java and uses the "JFreeChart" library to draw charts (you can also select data on the chart, zoom in, print, etc.).



Fractal - Mandelbrot Set
A program written in C++ (a small exception to the other programs mentioned above) on the subject "Concurrent Programming". It creates a popular "Mandelbrot Set" fractal.
A user chooses resolution in which file will be create - the image in .bmp format (the program uses a library for drawing and exporting .bmp files from a my friend).
Below is a link to the generated fractal in 28800x16200 resolution which weighed 1.4GB as the .bmp file. It was converted to .png and the black sides of the image were cut off. Thanks to this, the file now weighs 16 MB. I do not recommend watching it in your browser because it takes a long time to load. Instead, I recommend download the picture to your computer.


Fractal 28800x16200