C++ Developer

Anton Orlenko

C++ developer with 3+ years of experience in game and engine technology. Currently working at Playrix; previously spent nearly three years at Netgame working on an in-house 2D engine, re-engineering the build pipeline, maintaining core systems, and shipping engine features.

Work Experience

C++ Developer (Game Features) | Playrix

- Present Gdańsk, Poland Remote
  • Worked on production C++ gameplay, UI, feature logic, and debug/QA tooling for three major features.
  • Investigated production reports, reproduced issues, identified root causes, and implemented or proposed fixes.
  • Profiled and performance-tested developed features using Tracy and RenderDoc, then implemented targeted optimizations.

C++ Developer (Core Tech) | Netgame

- Kyiv, Ukraine On-Site
  • Maintained and extended a production in-house 2D game engine.
  • Built internal tools from scratch, including a level editor, to streamline content workflows and reduce day-to-day friction for the team.
  • Reworked the renderer to support custom shaders while preserving backward compatibility, improving rendering performance by 5–10% without additional runtime overhead.
  • Introduced a fiber-based asynchronous job system that reduced scene loading times by 20–50%, depending on scene complexity, and was later adopted across the project for editor background tasks and resource downloads.
  • Designed and implemented a resource packaging system that made loading up to 10x faster and reduced build size by roughly 25–30%.
  • Modernized the desktop and mobile build pipeline with CMake, making builds up to 2x faster on non-Windows platforms, improving debugging, simplifying releases, and enabling better Sentry crash reporting through debug-symbol support.

Selected Projects

GPU Driven Renderer

- Present

C++20/Vulkan GPU-driven renderer focused on modern real-time rendering architecture. Implements GPU-side visibility culling, Hi-Z occlusion culling, indirect draw generation, bindless-style resource access, texture support, meshlet rendering experiments, and multithreaded asset loading through a job system.

OpenGL Renderer

-

C++17/OpenGL renderer focused on real-time 3D rendering fundamentals. Implements perspective camera controls, GLSL vertex/fragment/geometry shaders, Assimp-based model loading, stb_image texture loading, material support, deferred shading with multiple light sources, and directional soft shadows using cascaded shadow maps.

Education

National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute”

MSc, Computer Science - -

BSc, Applied Mathematics - -