Adrian Turcanu

Copenhagen, Capital Region of Denmark
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Summary

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Rockstar
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Top School
Adrian Turcanu is a seasoned gameplay and navigation programmer with nine years of experience building performant C++ and C# systems for AAA titles and the Unity engine. He specializes in AI, runtime NavMesh/navigation systems, character and vehicle motion, and network synchronization for multiplayer games, with credits on DayZ, Mafia III and multiple Assassin’s Creed multiplayer projects. His work on Unity’s NavMeshComponents demonstrates expertise in runtime NavMesh building, editor integration and prefab workflows that affect millions of end-user devices daily. Adrian combines strong 3D math and physics intuition with data-oriented design and practical performance optimization to keep complex simulations stable at scale. Comfortable across toolchains from Perforce and Git to Jenkins and Visual Studio, he thrives in multicultural agile teams and autonomous roles. A curious engineer by nature, he often contributes editor-side debugging and workflow improvements that quietly accelerate designer and artist iteration.
code9 years of coding experience
job8 years of employment as a software developer
bookEngineer / Bachelor's Degree, Computer Science, Engineer / Bachelor's Degree, Computer Science at „Dunărea de Jos” University of Galați
bookBaccalaureate, Mathematics-Physics, Baccalaureate, Mathematics-Physics at Mihail Kogalniceanu National College, Galați
languagesEnglish, Romanian, German, French, Czech, Danish
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Github Skills (7)

script10
csharp10
editor10
scripting10
editorjs10
dotnet-core10
unity3d10

Programming languages (1)

C#

Github contributions (4)

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High Level API Components for Runtime NavMesh Building
Role in this project:
userFull-stack Developer
Contributions:7 releases, 137 commits, 16 PRs in 3 years 9 months
Contributions summary:Adrian primarily worked on components for runtime NavMesh building, with modifications for editor debugging and prefab integration. Their initial work involved adding debug representations for NavMeshSurfaces in the editor and then reverting those changes. Later contributions included merging branches and fixing compilation errors related to prefab workflows. They demonstrate a strong understanding of the Unity engine and its navigation system.
apihigh-levelruntimenavmeshhigh-level-api
turadr/NavMeshComponents

Dec 2016 - Mar 2018

High Level API Components for Runtime NavMesh Building
Contributions:22 commits, 17 PRs, 16 pushes in 1 year 3 months
apihigh-levelruntimenavmeshhigh-level-api
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Adrian Turcanu