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Mr444-dev/README.md

Games you can play. Code you can inspect. Unity, C# and .NET.

Michael Rusinek

Software Engineer · Unity & .NET

I build gameplay systems in Unity / C# and backend prototypes with .NET.
Co-created and shipped Humanity’s Last Stand — 1,000+ downloads on Google Play.

Portfolio and demos — explore projects, gameplay and technical case studies Open my Software Engineer CV — PDF Connect on LinkedIn Email me

Open to Software Engineer, Unity Developer and C#/.NET roles
Wrocław, Poland · Both CV editions


Selected work · Skills · More projects · Contact

Selected work

Released game · Backend case study · Unity source

01 · Humanity’s Last Stand

Released Android game · Unity C# · Two-person team

A 3D aerial-combat game with enemy encounters, aircraft progression and weapon upgrades — taken from idea to public release.

Actual Humanity’s Last Stand gameplay — select to watch the recording

  • My role: primary responsibility for programming and gameplay; also game design, testing, store icons and descriptions, and release preparation. My teammate focused mainly on models and assets. We developed and published the game together.
  • Released: 1,000+ downloads on Google Play, as displayed on 16 October 2026. Known during development as Pig Invasion.

Watch real gameplay Read the game case study

Get Humanity’s Last Stand on Google Play


02 · Blackbox

Backend reliability prototype · C# ASP.NET Core EF Core PostgreSQL Kafka Docker

What happens when a database transaction succeeds, but publishing its event fails? Blackbox explores that boundary in an order workflow using a transactional outbox and a Kafka worker.

  • Implementation: workflow state and outbox records commit together; a worker claims pending records and publishes them to Kafka.
  • Evidence: a public case study with code excerpts, a transaction diagram, failure scenarios and a dated test record. The repository is private.

Read the backend reliability case study

Technical review · transaction boundary, tests and current limits
  • Concurrency: the worker claims PostgreSQL rows with FOR UPDATE SKIP LOCKED.
  • Failure window: the article traces what happens between Kafka acknowledgement and database commit. The current Inbox recognizes the same Kafka offset; logical-event deduplication and exactly-once business effects remain open work.
  • Recorded verification: the 14 October 2026 local run reports 71 unit tests, 6 PostgreSQL integration tests and 32 Playwright API scenarios passing. These are functional checks, not load tests or production-availability measurements.

03 · Flying AI Swarm

Unity prototype · public walkthrough · C# Jobs Burst Spatial Hashing

Flying-agent behaviour built around flocking, formation strategies, state machines and reusable object pools.

  • Engineering focus: a Burst-compiled IJobParallelFor evaluates nearby agents through spatial hashing; the system manages native buffers and schedules jobs.
  • Source access: the full Unity repository remains private while redistribution rights for bundled third-party plugins are checked.

Read the public Flying AI Swarm technical walkthrough

Technical scope · performance evidence

The public walkthrough discusses the system design. Reproducible frame-time and allocation captures are still needed before quoting performance results. The complete source is not linked while bundled plugin redistribution rights are being reviewed.


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What I work with

Gameplay & tooling
C# · Unity · gameplay implementation · state machines
Formation strategies · object pooling · editor tooling

Backend & data
ASP.NET Core · EF Core · PostgreSQL · SQL transactions
Kafka · outbox/inbox boundaries · retry behaviour

Verification & delivery
xUnit · PostgreSQL integration tests · Playwright API tests
Git · Docker Compose · Android release preparation

More to explore

  • Shared AR Workshop — Unity/C# AR prototype with a Node.js room relay and a recorded two-browser walkthrough. Physical-device AR validation is pending.
  • ProcureScope — Python/PostgreSQL data pipeline with source-response archiving, record validation, dbt models and Airflow scheduling.
Simulation & tooling experiments
  • Blackhole Simulation — gravitational-visualization experiment with a real project recording.
  • PathDrawer — Unity trajectory-visualization tool presented through a project capture; the original source is unavailable.

Let’s build something useful.

Looking for an engineer who can connect gameplay, systems and delivery?
I’m open to a conversation about your team.

Email me about an opportunity Open my Game and Systems CV — PDF

Portfolio — projects, demos & CV
michael.rusinek.contact@gmail.com

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