Michał
Zembroń

Senior Unity Developer & Technical Lead - Generalist Problem Solver

Versatile engineer with a "Swiss Army Knife" mindset. I adapt to whatever challenge a project needs - from complex VR physics and internal SDKs to server administration and performance tuning. I never say "it can't be done".

The "Swiss Army Knife"
developer mindset

I see myself as a Swiss Army Knife engineer - adaptable, pragmatic, and always learning on the fly whatever technology, tool, or pipeline is required to make a project succeed.

Whether it means architecting internal SDKs (EpicUI, encrypted SaveSystem, dynamic runtime mesh combiners), diving into complex physics and shader optimization, rigging 3D models in Blender, editing custom sound effects, configuring Docker containers on self-hosted GitLab servers, or managing cross-functional Jira sprints - I dive straight in. I never say that something "can't be done" - there is always an engineering solution.

Over the past years at EPIC VR, I have contributed to more than 50 commercial XR simulations, industrial digital twins, and multiplatform games. While performance profiling and mobile VR optimization are areas I have delivered significant results in, I stay humble: graphics programming and game development are vast fields, and I treat every project as an opportunity to push my craft further.

🎓

Master of Science in Engineering (M.Sc. Eng.)

Information Systems Engineering · University of Zielona Góra (2021 - 2023)

📐

Bachelor of Science in Engineering (B.Sc. Eng.)

Software Engineering · University of Zielona Góra (2017 - 2021)

XR Ecosystem & VR/AR

Meta Quest 2/3/3s Meta XR SDK HurricaneVR PCVR (SteamVR, Oculus) Performance Profiling Multiplayer Room Sync

Engine, Languages & Frameworks

Unity (Expert) C# / .NET PrimeTween DOTween Avalonia UI WebGL Python Java C / C++ Godot Unreal Engine Flax Engine

Architecture, Tooling & Technical Art

Custom Unity Editor Scripting EpicUI Framework Runtime Mesh Combiner Texture Atlasing Addressables Pipeline Custom Shaders & Shading Blender (3D Modeling & Rigging) Sound Design

DevOps, Management & Tools

Docker / Server Admin GitLab CI/CD Jira & Agile Workflows JetBrains Rider Steamworks API Google Play Console

Git Commit Timeline & Track Record

A genuine multi-lane Git history tracking key career promotions, flagship XR deployments, indie games, and academic milestones from 2017 to the present.

Core Developer & Optimization Lead (EpicVR) Standalone VR & Passthrough AR (Meta Quest 3)

Major public educational tender comprising 25 specialized vocational training scenarios across AR and VR, commissioned by the Voivodship Labor Office in Rzeszow.

  • Independently engineered 5 complete training scenarios: Baker-Confectioner AR, Bicycle Mechanic AR, Heavy Truck Driver VR, Aircraft Cabin Crew VR, and Freight Logistics Specialist VR.
  • Conducted technical code audits, QA testing, and sprint reviews across the remaining 20 team scenarios.
  • Executed full performance profiling sweeps to guarantee rock-solid passthrough AR stability on Meta Quest 3.
Lead Porting & Optimization Engineer (EpicVR) Standalone VR (Meta Quest 3) + PCVR

High-fidelity cabin crew emergency training simulator for civil aviation. Contributed over 30% of core simulation logic and spearheaded the entire graphics optimization and architectural port from PCVR to standalone Meta Quest 3.

  • Optimized high-poly aircraft cockpit and cabin interior geometry to run seamlessly at 72 locked FPS on Snapdragon XR2 Gen 2.
  • Implemented emergency flight procedures: engine fire response, cabin depressurization, evacuation slide deployment, and ditching protocols.
  • Profiled CPU/GPU memory budgets, eliminating garbage collection spikes during high-intensity smoke particle rendering.
Lead VR Simulation Developer (EpicVR for Jastrzebska Spolka Weglowa) Standalone VR (Meta Quest 3)

Mandatory safety qualification training simulator for certified mine foremen at JSW S.A. Tests critical inspection procedures, explosive gas detection, and structural hazard recognition in underground mine faces.

  • Interactive methanometer and multi-gas detector with realistic acoustic alarms and volatile concentration gradients.
  • Rock bolt sounding and roof support integrity acoustic testing with haptic feedback.
  • Comprehensive grading system logging procedure violations and evacuation command timings.
Lead XR Developer (EpicVR for EDIH Krakow Technology Park) Standalone VR (Meta Quest 3)

Enterprise architectural CAD/BIM model inspection tool developed within the European Digital Innovation Hub program. Enables architects and site inspectors to walk through full-scale building models in immersive VR.

  • Implemented a custom IFC/Revit hierarchy parser displaying structural metadata and bill-of-materials on object hover.
  • Designed an interactive tabletop architectural miniature model with teleportation links into 1:1 interior scale.
  • Created spatial measuring, multi-story slicing planes, and virtual tag placement tools.
Senior Unity Developer / Tech Lead (EpicVR) Standalone VR (Meta Quest 2/3/3s) + Windows PC

Commercial enterprise warehouse operations simulator licensed globally. After co-architecting the base version, took full technical ownership of architecture, optimization, and all subsequent expansion modules.

  • Architected a desktop PC Warehouse Builder tool feeding dynamic floor layout configurations into VR runtime via Addressables.
  • Engineered custom shader-based forklift dashboard instruments, completely eliminating expensive Canvas UI overdraw.
  • Designed a custom 'Fake Shadows' lighting system delivering dynamic mobile shadows within strict Quest GPU budgets.
  • Implemented Time Attack challenge modes, real-time 3D spatial hints, and an interactive tablet generating dynamic inspection reports.
Lead Unity Developer (EpicVR for Brembo S.p.A.) Standalone VR (Meta Quest 3) + Windows PC

High-precision assembly line training simulation for automotive brake systems manufacturer Brembo. Combines an immersive VR operator qualification course with a custom 2D/3D desktop training workflow editor.

  • Engineered an interactive 2D/3D visual step editor exporting full training procedures into structured JSON configs.
  • Implemented dual-mode execution: free learning mode with 3D guide ghosting vs timed certification exam.
  • Integrated synchronized multilingual voiceover pipelines with dynamic audio ducking.
Core Architecture & Framework Lead (EpicVR) Internal Unity Multiplatform SDK

Primary architect and maintainer of over 80% of EpicVR's foundational proprietary framework, serving as the production backbone for all commercial VR and PC deployments.

  • EpicUI: Universal cross-platform spatial UI system with dynamic theming, haptics, and audio integration for SteamVR, Meta XR, and XRI.
  • Encrypted SaveSystem: Binary serialization, AES-encrypted storage, JSON/CSV parser, and automated cloud sync.
  • Lector Localization Engine: Subtitle synchronization with multilingual voiceover cues based on Unity Localization.
  • Runtime Optimizers: Automated texture atlas generator, runtime mesh combiner for draw-call reduction, and animator LOD cullers.
Git Administrator & DevOps Lead (EpicVR) GitLab / Git LFS / Shell

Architect and administrator of enterprise Git repository standards, Git LFS workflows, and CI/CD pipelines across all production branches at EpicVR.

  • Designed standardized .gitignore and .gitattributes rule templates for Unity projects with massive binary assets.
  • Provided internal engineering support for complex merge resolution, submodule dependencies, and repository cleanup.
  • Streamlined multi-developer branching strategies across cross-functional client teams.
Lead VR Simulation Engineer (EpicVR for KGHM Polska Miedz) Standalone VR (Meta Quest 3)

High-stakes underground emergency simulation built for KGHM elite mine rescue teams. Players operate specialized oxygen breathing apparatus (W-70), extinguish methane/coal fires, and extract injured miners in hazardous zero-visibility mine shafts.

  • Faithfully modeled the W-70 breathing apparatus workflow: manometer pressure checks, relief valves, and oxygen tank depletion rates.
  • Implemented dynamic zero-visibility smoke volume simulation with realistic tactical flashlight beam scattering.
  • Created inverse-kinematics two-handed tool handling for hydraulic cutters and stretchers.
Lead Researcher & Master's Thesis Author Academic Research / Multi-Engine Benchmark

Master's engineering thesis evaluating rendering throughput, CPU draw-call bottlenecking, and memory allocation efficiency across Unity, Godot, custom Flux Engine, and Unreal Engine under identical 3D workloads.

  • Rebuilt identical stress-test scenes across 4 game engines: 100k animated entities, dynamic lighting, and complex shaders.
  • Profiled hardware performance using low-level tools (RenderDoc, NVIDIA Nsight, Intel VTune) measuring frame times and VRAM bandwidth.
  • Documented multithreading architectural differences between Unity DOTS, Unreal task graphs, and custom C++ ECS.
  • Master's thesis defended with highest marks.
Senior Unity Developer (EpicVR) Standalone VR (Meta Quest 2 / Pro)

Photorealistic biological terrarium simulator designed for zoological research and education. Features autonomous reptile AI behaviors, feeding interactions, and realistic physical terrain shaders.

  • Implemented sensory and hunting AI state machines for diverse reptile species with dynamic pathfinding.
  • Engineered high-performance terrarium interaction shaders with micro-detail normal mapping on mobile GPU.
  • Optimized skinned mesh bone counts and physics colliders to sustain locked 72 FPS on Quest 2.
Lead VR Developer (EpicVR for Velvet CARE) Standalone VR (Meta Quest 2)

Industrial training simulator recreating the paper-rewinding production line for manufacturing giant Velvet CARE. Trains machine operators in complex mechanical changeovers and safety compliance.

  • Recreated high-fidelity industrial machinery with accurate mechanical linkages, ratchets, and pneumatic systems.
  • Integrated step-by-step interactive tutor mode with real-time error detection and procedure scoring.
  • Collaborated directly on-site with plant maintenance engineers to ensure operational accuracy.
Lead Programmer (EpicVR / Steam & Quest Store) Meta Quest Store & SteamVR

Commercial sci-fi VR puzzle game published globally on the Meta Quest Store and Steam. Players manipulate complex laser circuits, optical prisms, and logic puzzle chambers.

  • Programmed core puzzle mechanics: laser raymarching reflections, prisms, optical splitters, and energy gates.
  • Engineered an interactive 3D level selection matrix with animated chamber state transitions.
  • Maintained strict 72/90 FPS performance target across original Oculus Quest and Quest 2 hardware.
WebGL Engine & Physics Developer (EpicVR) WebGL (Browser 3D)

Interactive 3D driving school examination test simulator running directly in the browser via WebGL. Modeled Polish traffic laws, intersections, and vehicle dynamics.

  • Implemented lightweight wheel colliders and raycast vehicle physics optimized for browser execution.
  • Created a modular intersection priority system checking right-of-way and traffic signal rules.
  • Optimized memory allocations and texture compression for fast WebGL loading times.
Solo Game Developer & Publisher Android (Google Play Store)

Hyper-casual mobile arcade game testing player timing and precision by stacking moving 3D blocks with real-time procedural mesh slicing.

  • Real-time procedural mesh slicing calculating overhang geometry and instantiating falling physics fragments.
  • Satisfying dynamic camera elevation tracking and particle celebration feedback loops.
  • Ultra-lightweight build size under 25MB with zero hitching across low-end mobile devices.
Solo Game Developer & Publisher Android (Google Play Store)

Clean, modern Klondike Solitaire card game published on Google Play. Built with responsive card drag-and-drop mechanics and smooth physics-driven card animations.

  • Solvable deck generation algorithm with custom draw-1 and draw-3 shuffle rules.
  • Fluid drag-and-drop card physics with predictive snap-to-stack collision detection.
  • Full state serialization supporting instant resume, undo chains, and local statistics tracking.
Master's Student (University of Zielona Gora) University of Zielona Gora (UZ)

Completed 2-year Master of Science in Engineering program in Applied Computer Science. Advanced specialization in high-performance computing, distributed real-time systems, and graphics engine architectures.

  • Graduated with Master of Science in Engineering (M.Sc. Eng.) degree.
  • Advanced research in multithreaded rendering loops, cache locality, and GPU pipeline profiling.
  • Conducted cross-engine benchmarking research directly informing commercial game engine selection.
Solo Game Developer & Publisher Android (Google Play Store)

Indie medieval incremental strategy clicker game inspired by classic castle building simulations. Published on Google Play, reaching thousands of active organic players.

  • Designed and balanced multi-tier resource economic loops: gold, stone, timber, and defense weaponry.
  • Programmed offline resource calculation using timestamp verification to prevent clock manipulation.
  • Engineered performant animated sprite rendering sustaining 60 FPS on low-end Android phones.
Solo Lead Developer & Thesis Author PC (Unity 3D)

Bachelor's engineering thesis project: a complete 3D Action RPG featuring procedural dungeon generation (Barycentric BSP / cellular automata), enemy pathfinding, and character progression.

  • Engineered procedural dungeon floor generator utilizing Binary Space Partitioning (BSP) and Delaunay triangulation.
  • NavMesh runtime baking ensuring AI enemies navigate procedurally generated chambers and corridors.
  • Full RPG mechanics: stat attributes, inventory grid, randomized loot drops, and combat animations.
  • Thesis defended with highest distinction.
Solo Developer Desktop Windows (.NET / C#)

High-performance desktop mouse automation tool with microsecond-precision timers, hotkey listeners, and human-like click randomization.

  • Microsecond-accurate clicking using low-level Win32 multimedia timers.
  • Global low-level mouse and keyboard hooks for background shortcut control.
  • Human-like click randomization algorithms to prevent pattern detection.
Graphics Programming Researcher DirectX / Unity Compute Shaders

Academic study recreating the iconic Cornell Box to evaluate diffuse interreflection, color bleeding, soft shadows, and light transport algorithms in real-time.

  • Implemented Monte Carlo path tracing algorithms on GPU compute shaders.
  • Compared progressive ray sampling with radiosity approximations and spherical harmonics.
  • Measured convergence times and visual noise across diffuse, specular, and emissive materials.
Desktop Developer Desktop Windows (.NET / C#)

Automated data harvesting and statistical charting desktop application fetching live epidemiological metrics from public health REST APIs.

  • Asynchronous HTTP client fetching and deserializing daily regional COVID-19 datasets.
  • Dynamic trend charts, moving averages, and infection rate projections.
  • CSV/JSON report export engine with custom date-range filtering.
Full-Stack Mobile Developer Android Mobile App

Online real-time multiplayer mobile game engineered with Google Firebase Realtime Database backend supporting turn-based matchmaking and instant synchronization.

  • Real-time turn synchronization with Firebase Realtime Database JSON nodes.
  • Optimistic UI updates and automated timeout disconnect handling.
  • User authentication, win/loss stats ranking, and dynamic matchmaking lobbies.
Solo Developer Desktop Windows (.NET / C#)

Custom lightweight desktop audio player built with C# and .NET. Features low-latency audio streaming, waveform visualization, and support for demoscene tracker music (.mod, .xm).

  • Low-latency audio streaming with dynamic buffer size adjustment.
  • Real-time audio frequency visualization using Fast Fourier Transform (FFT).
  • Custom playlist management engine with ID3 metadata parsing and tracker music support.
Developer Unity 2D Desktop

Complete 2D arcade breakout engine built from scratch in Unity exploring collision mechanics, dynamic power-up drops, and state machine architecture.

  • Custom 2D physics ball-paddle angle reflection mathematics without relying on default physics bounce.
  • Dynamic block destruction grid with procedural power-up drop weighting.
  • Retro 8-bit audio synthesized sound effects and high-score serialization.
Engineering Student (University of Zielona Gora) University of Zielona Gora (UZ)

Completed 3.5-year Bachelor of Science in Engineering degree in Applied Computer Science. Core focus on algorithms, data structures, object-oriented software engineering, computer graphics, and distributed systems.

  • Graduated with distinction on engineering thesis defense.
  • Deep coursework in C++, C#, Java, database architecture (SQL/NoSQL), and operating systems.
  • President and active researcher in the University Computer Science Academic Research Group.

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