Hello, I'm

Marko Stankovic

I build the systems that make games feel alive — AI that thinks, procedural worlds that surprise, editor tools that get out of the way. Three years deep in Unity 3D — with supporting experience in Unreal Engine and Godot. Based in Serbia, open to remote.

Skills

Not a stack I landed on by accident — these are the tools I reached for and stayed with.

U3D

Unity 3D

3+ years

UE

Unreal Engine

Supporting experience

G4

Godot

Supporting experience

C#

C#

Primary language

>_

Arch Linux

Daily driver

AI

AI Tools

Coding & design workflow

AI State Machines Procedural Generation Object Pooling Event-Driven Architecture Game Systems Design Editor Tooling Git / GitHub Version Control

Projects

Things built with intent, not just output.

Completed Unity 3D

Endless Runner

Infinite levels, zero GC spikes. Chunk-based proc gen with a queue-based object pool — event-driven architecture keeps spawning, scoring, and audio fully decoupled.

Proc Gen Object Pooling Event-Driven Utility Scripts Lane Movement C#
In Development Unity 3D

Hide & Seek

Five-state AI (Idle → Patrol → Chase → Investigate → Search) built on an IEnemyState interface — every transition explicit, every state independently testable. Detection runs through a field-of-view raycast system that accounts for cover geometry.

Data-Driven State Machine Strategy Pattern Hiding System Detection System

Let's Build

Open to roles in Serbia and remote. If you're building game systems and want someone who treats architecture as part of the craft — let's talk.

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