Technical leadership
I build and grow engineering departments. I set technical standards, run interviews, mentor leads, and keep releases on track.
- Tech strategy
- Mentoring
- Hiring
- Delivery
Head of Technology · Unity Technical Lead
Currently at Super Banana Studios
I build the engineering team, the platform we use to make and ship our games, and the games themselves.
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I have worked in game development since 2011, from small startups to big studios like IGG and Playtika. I started as a Unity developer and later led engineering departments.
I enjoy building the systems behind games: the tools, pipelines, and shared code a whole team can build on. I'd rather build one system that ships ten games than make each game by hand. Unity, C#, and .NET have been at the center of it all.
As Head of Technology, my focus is people and direction. I hire and grow engineering teams, set our technical standards, and plan how the studio works and ships. Most of all, I want to help strong engineers do their best work.
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I build and grow engineering departments. I set technical standards, run interviews, mentor leads, and keep releases on track.
I design game architecture that is modular and easy to test. I use dependency injection (DI) and SOLID principles, keep core logic separate from Unity APIs, and build the networking layers.
14+ years with Unity and C#: core gameplay frameworks, metagame systems, custom editor tools, performance and memory profiling, and algorithm optimization.
I automate the setup work so teams can spend their time on the game, not on configuration. I build CI/CD systems, custom template engines, and shared libraries that get a new game running in days.
I use AI models and agents to work faster, both for myself and the team. I build AI-driven workflows, teach developers how to write good prompts, and bring tools like Claude and Gemini into daily work to ship better code.
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I have been at Super Banana from the start, building its technology and the platform its games run on.
A relaxing sorting puzzle with a travel and holiday theme. You sort and pack goods onto the right shelves to clear each level. Bright, calm, and easy to pick up.
An arrow puzzle and brain game. You sort arrows and match colors to clear the board, and the cleared board reveals a piece of pixel art.
Upcoming casual puzzle game.
Upcoming casual party game.
Modular C# framework that every game is built on: a shared architecture with app bootstrap, a unified game flow, and built-in layers for monetization, storage, and analytics.
Build pipeline that ships every game to Firebase for testing and to the app stores for release.
I looked after one of Playtika's top casual games on two sides: the teams building it and the health of the project itself.
A free TriPeaks solitaire card game with a farm theme. You clear card boards level by level and grow your farm as you play. One of the top-grossing titles in the genre.
My department had grown enough to run on its own, so I moved from building it to leading it and the technology behind our games.
I was hired to start APPSULOVE's Unity department and build the first casual games hands-on.
The studio's first Unity games. I built these hands-on as the lead.
A number puzzle built around a fresh merge mechanic. You combine number blocks that slide and stack together, with simple rules and a calm, relaxing feel.
A paper-folding puzzle inspired by origami. You fold sheets step by step to form pictures and art pieces. Simple, tactile, and relaxing.
A merge tower-defense game. You merge units and defend your castle and towers against waves of dragons and enemies, mixing merge mechanics with classic tower defense.
As the studio scaled, I led these as tech lead and focused on the core and CI, while still coding on some myself.
A parking-jam puzzle set on a farm. You move animals and vehicles out of the way to clear the traffic and solve each board.
A color-sorting puzzle with a sweets and cake theme. You sort colored items into matching groups until every stack is in order.
A block and bubble matching puzzle. It mixes block-match and match-3 mechanics, with 3D items to line up and clear.
A matching puzzle with a friendly ghost theme. You match items across levels to help the spirits, wrapped in a light mystery-adventure story.
A word-guessing puzzle. You use context clues to find the right word across levels, part word search and part vocabulary game.
A color-sorting puzzle with a sushi theme. You sort a steady stream of sushi pieces into matching groups, easy to start and slowly more challenging.
A sorting puzzle with an airline theme. You sort passengers and seats to clear the boarding chaos, blending sorting mechanics with 3D scenes.
A number-matching puzzle. You pair and clear matching numbers across levels on a bright, logic-based board.
A jigsaw puzzle game with hundreds of calm, picture-based levels. You slide and place pieces to complete each image. Made to be simple and relaxing.
A connect-the-lines puzzle with a city-building theme. You connect dots and draw lines to build houses and grow a city across levels.
A triple-matching puzzle with 3D items. You find and match sets of three objects to clear the board, with levels that test memory and focus.
A number block puzzle in the 2048 family. You merge number blocks to reach higher values and keep the board clear.
A tile-link matching puzzle. You connect and clear matching tiles across levels, a calm game built around memory and attention.
A classic solitaire card game. You clear the table deal by deal in a clean, traditional card-game format.
A solitaire card game with a magic and fantasy theme. You clear card levels set in a world of witches, spells, and artifacts.
A solitaire card game with a medieval-fantasy theme. You clear card levels through a story of kings, knights, and dragons.
A color-by-number coloring game. You fill pixel-art pictures by picking colors and tapping numbered areas until the art appears.
A claw-machine and gacha collecting game inspired by Japanese gachapon. You open capsules, collect toys, and trade for rarer items.
A tile-match game with a mansion-renovation theme. You clear tile-link levels to earn coins and restore and decorate a cat-filled mansion.
Built by an outsourced team on our core framework. I led the tech and the overall direction.
An augmented-reality virtual pet game. You raise and care for a puppy: feed it, play with it, and watch it grow through small adventures.
An augmented-reality virtual pet game with a kitten. You feed, care for, and raise your cat, with mini-games along the way.
In-app campaign and monetization SDK.
Modular C# framework that every game is built on: shared architecture with bootstrap and config, and built-in layers for monetization, purchases, analytics, and notifications.
Build pipeline on GitHub Actions and Fastlane that ships every game to Firebase for testing and to the stores for release.
Project template the teams start a new game from, wired to the core framework.
I worked on a social slots game, where I built the platform for its meta-games and automated the whole release pipeline.
A free social casino game with a large library of Vegas-style slot machines. Players spin the slots, collect bonuses, and play meta-games layered on top of the core casino. It first launched as Neverland Casino.
After a year I became lead of the client team, then of both client and server teams, while still building core systems myself.
I joined as a senior developer on a large-scale 3D mobile strategy game and designed much of its core.
A large-scale 3D mobile strategy game set in World War II, in the Lords Mobile mold. Players build and upgrade bases, train armies, and battle other players across a shared world map.
I was the technical lead of a startup, and took our match-3 game from prototype to release on iOS, Android, and PC.
A match-3 puzzle game about sweets and baking. You swap and match treats to clear boards and finish recipes across the levels.
In my third year I became lead programmer on a 2D time-management game, an early version of Cooking Fever for Nordcurrent that later passed 450 million downloads.
I joined as a junior developer and worked across several of the studio's projects, taking on a wide range of game programming tasks.
A third-person action game where you play a gladiator who rebels against a mad Emperor. You fight in real-time melee combat, dodge and block, and collect many weapons and sets of armor. It mixes arena fights, boss battles, and a story campaign.
A vehicular combat game set in a post-apocalyptic world. You drive armed vehicles around arenas and use mounted weapons and special abilities to wreck the other drivers. The focus is on fast multiplayer battles.
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Unity packages and GitHub Actions I build and maintain. I use some of them at work too.
A C# union type for Unity. One struct holds one of several types.
C#Fast, persistent, thread-safe binary storage.
C#A small, flexible logger for Unity.
C#2D grid geometry for Unity: square and hex grids.
C#Localizations for the iOS App Tracking Transparency prompt.
C#Gives each CI build a unique, growing number.
TypeScriptDetects the Unity version a project needs.
TypeScriptVerifies an Android keystore before a build.
TypeScriptCollects git branch and commit info for a build.
TypeScript06
Ivan demonstrated very positive qualities… he always tries to find the best solutions. If I were to describe an ideal colleague, Ivan would easily fit that description - the heart of the company. I highly recommend him both as a person and as a specialist: top-notch code.
An exceptional game engineer… well organized and thrived under adversity. In many instances I placed Ivan in situations only he could succeed in, and he never let me down. His biggest strength was the ability to make everyone around him a better engineer.
An experienced, detail-oriented and highly professional hiring manager. As Head of the Unity Department he evaluated candidates and their code and ran technical interviews - his expertise and charisma were important selling points for many strong candidates we hired.
An outstanding professional with a unique combination of analytical mind, resourcefulness and broad-mindedness. His ability to listen, support colleagues and always find time to help creates an atmosphere of trust. A highly skilled specialist and a fantastic person.
An experienced developer, a competent leader, and just a good person capable of rationally managing time and resources to achieve the best result. A reliable professional who can realize the most difficult areas of work - in programming and in team management.
A high-level developer, good team leader and absolutely great person - one of the key people on the project. Ivan can handle any issue and offer interesting solutions, and lift the team's mood at difficult moments. If Ivan is in charge of a task, you can be sure it'll be done well and in time.
Ivan is a skilled developer with a good feeling for software architecture. As a team lead, he is a responsible manager who can lead a team.
A superb specialist who knows his craft perfectly. He prefers hard tasks over easy ones.