Michael Scherbakov
Michael Scherbakov

Senior Software Engineer (C++) - 3D, Graphics, Systems, Performance, Tools

Actively looking · Member since 10 Nov 2026
Location
Frankfurt, Germany
Desired salary
Unspecified
Work preference
Remote Only
Experience level
Senior

About

Professional summary

I am a Senior C++ Software Engineer with more than 18 years of experience building and shipping performance-critical real-time software. I work across Windows, Linux, macOS, iOS, Android, and console platforms.

I specialize in 3D engines, real-time rendering, graphics pipelines, simulation and game systems, navigation, pathfinding, networking, databases, content pipelines, and developer tooling. My background combines strong computer science fundamentals with hands-on delivery in large production codebases.

I am experienced in profiling, CPU and GPU optimization, memory troubleshooting, debugging, multithreading, and reliability improvements. I enjoy identifying bottlenecks and making practical engineering trade-offs that improve runtime performance and production workflows.

I have delivered engine, gameplay, AI, rendering, and tooling features using C++, C#, Unity, OpenGL, DirectX, and custom technologies. I have also created tools for artists and designers, including editors, content pipelines, and 3ds Max plugins.

I am comfortable contributing to architecture, owning complex features end-to-end, and collaborating with multidisciplinary teams. Alongside commercial game development, I have built and shipped independent games using my own cross-platform C++ engine.

Skills

31 capabilities

Tech stack & tools

Working toolkit

Application Hosting

Data Stores

Languages & Frameworks

Libraries

Experience

Career history

Senior C++ Software Engineer Crytek GmbH

Profile and optimize a large production C++ engine codebase, with a focus on real-time rendering performance and reliability.

Develop engine and tooling features that support production workflows across multidisciplinary teams. Work on complex intersections of rendering, tools, assets, and runtime performance for titles including Hunt: Showdown and Crysis 4.

Senior C++/C# Software Engineer Whalekit Ltd

Developed and maintained a custom Unity Scriptable Render Pipeline and associated rendering and runtime systems. Designed and implemented production game systems and tools for artists and designers.

Built AI, navigation, and pathfinding systems for real-time environments. Performed profiling, performance optimization, and memory usage investigations for Warface GO and Left to Survive.

Software Engineer Glu Mobile LLC

Developed gameplay, engine, graphics, runtime, and tools features across multiple shipped C++ and C# game titles. Created content tools to improve iteration speed for artists and designers.

Implemented AI, navigation, and pathfinding systems for interactive 3D games. Optimized runtime performance through profiling and targeted fixes for titles including Deer Hunter 3, Contract Killer, Frontline Commando 2, and James Bond: World of Espionage.

C++/C# Software Developer Vogster Entertainment LLC

Ported production code to Nintendo Wii and implemented game logic and user interface functionality.

Maintained the resource editor for Robocalypse - Beaver Defense.

Hardware and Software Engineer Elster

Supported the production of electricity meters and the ramp-up of new product generations into manufacturing.

Performed reverse engineering of undocumented features and devices to support engineering and production needs.

C++ Engine & Game Developer Custom Cross-Platform C++ Engine and Chase

Built and shipped the indie game Chase for Windows, macOS, and iOS using a custom cross-platform C++ engine. Owned the full development, production, release, and marketing lifecycle.

Implemented a real-time OpenGL renderer, custom asset and resource system, physics and audio integrations, and a C# content editor with a WYSIWYG UI editor. Developed 3ds Max plugins to automate the art pipeline.

Unity, C#, Rendering, Tools & Gameplay Developer Dubspace Chapter One

Developed gameplay, rendering, AI, and tooling features in Unity for a free Steam game. Developed and maintained a custom Unity Scriptable Render Pipeline, custom lighting systems, and render-related features.

Built designer tools and workflows to speed content iteration, implemented enemy AI and gameplay logic, and developed testing systems and automated content build pipelines in collaboration with a small independent team.

Education

Learning history

Moscow Power Engineering Institute (Technical University)

Master's Degree with Honours, Electric Equipment of Aircraft, Spacecraft and Satellites

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