About Me
I'm Vlad, a developer and toolmaker with roots in game development. I thrive in high-pressure, time-constrained environments — 20+ shipped game jams taught me rapid prototyping, technical problem-solving, and cutting scope without cutting quality.
My approach: build exactly what's needed, iterate fast, and don't over-engineer. Whether it's shader effects, pipeline tools, or game systems, I focus on solutions that work under real constraints.
Experience
Worcester Polytechnic Institute
Developed and optimized a Unity-based mobile app for teaching statics, a key concept in Mechanical Engineering. Revamped core gameplay logic for 10+ levels. Engineered robust physics simulations showcasing mechanical joint interactions. Refactored UI scaling across 16+ dynamic scenes, ensuring a responsive and consistent user experience across various screen sizes.
MassDiGI at WPI
Launched Merge Surge on iOS and Android as Lead Artist, establishing artistic direction and leading the team in executing it. Modeled, textured, rigged, and animated 3 enemy types, 2 boss enemies, towers and visual upgrades. Animated and edited the game trailer. Also worked on Triage Medical Simulator in collaboration with Yale University, creating 20+ environmental assets. Contributed to Bloom Blast as a programmer, balancing levels and implementing the modular level setup system.
Philosophy
Game jams taught me that constraints breed creativity. When you have 72 hours to ship a playable game, you learn to cut scope ruthlessly, identify the core experience, and execute without hesitation. This mindset carries over to everything I build.
I build tools when existing solutions are bloated or inefficient. Fast iteration beats perfect automation. Ship first, polish later. Make it work under pressure, then make it better.