Sergey Semushin is a Senior Programmer with 13 years of experience, currently shipping C++ and game-adjacent systems at Playrix after a decade of engineering and Qt GUI work at Rock Flow Dynamics. He combines deep build-and-release expertise—evident from contributions to the hunter CMake-based dependency automation—with hands-on game-engine development and UI work seen in notable Diablo engine reimplementations (devilution and freeablo). Comfortable across back-end object management and front-end rendering/UX, Sergey repeatedly refactors and stabilizes complex codebases while integrating third‑party libraries and fixing platform build issues. Educated with a Master's in Computational Mathematics from MSU, he brings a strong algorithmic foundation to practical engineering problems and a knack for making legacy engines and build systems more maintainable.
Modern reimplementation of the Diablo 1 game engine
Role in this project:
Full-stack Developer
Contributions:181 commits, 51 PRs, 9 pushes in 1 year 1 month
Contributions summary:Sergey primarily focused on the rendering and user interface aspects of the Diablo 1 game engine reimplementation. Their commits involved cleaning up rendering code, implementing features like item descriptions and gold split dialogs, and integrating fonts. Additionally, the user worked on menu implementations and keyboard/mouse interactions to improve user experience, demonstrating a focus on front-end and user interaction.
Diablo devolved - magic behind the 1996 computer game
Role in this project:
Back-end Developer
Contributions:184 commits, 112 PRs, 132 comments in 5 months
Contributions summary:Sergey primarily contributed to the game's object management system, focusing on adding and modifying objects within the Diablo engine's levels. Their contributions involved implementing features like barrel and trap placement, and adding new objects such as torches and storybook elements. They also refactored and cleaned existing object-related code.
hellfiregamedevilutionmagiccomputer-game
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