Przemysław Zalewski

Games since the Xbox 360 era

A game developer who shipped to 100,000 players in two weeks

Browser games in React, canvas and three.js, desktop games on PC and Xbox 360 before that, 25+ apps with 3.7 million downloads along the way. Korona Krulów reached 100,000+ players in its first days. Play the demo below: a thirty-second arcade loop with a fixed timestep and a frame budget readout.

Available from November 2026 · Wrocław, Poland (CET), remote

Przemysław Zalewski
  • “someone you can always count on”public LinkedIn recommendation
  • “a true bias for action”client CTO, on LinkedIn
  • 15+ yearsshipping software
  • Free call, no pitch deck30 minutes, then you decide
100,000+players of Korona Krulów, built in two weeks
25+apps shipped, 3.7M+ downloads (2009 to 2017)
30,000concurrent users on my own chat app
15+years shipping software

Why me

Shipped, played, measured

Korona Krulów: React, 400+ actions, a leaderboard, open source, two weeks of evenings, 100,000+ players and ~700 upvotes on Wykop at launch. A game is done when strangers play it, so I build for the launch day, with analytics in place for the day after.

The loop is the product

A fixed simulation step, rendering decoupled from it, input latency measured rather than felt, a pause when the tab hides so nobody returns to a dead character. The demo on this page runs exactly that loop and shows its numbers.

Browser, desktop, mobile

Canvas and WebGL, three.js for 3D, Electron for desktop builds, React Native and PWA for phones, the stores handled. Migawki is a three.js game with cutscenes, bloom and synthesized narration served from a Cloudflare Worker.

Multiplayer and live ops

My own chat network carried 30,000 concurrent users on sharded .NET servers. Rooms, leaderboards, anti-cheat basics and events per level in PostHog, so retention and difficulty curves come from data, never from the loudest player.

Proof

Work I can show

Problem, what I did, result. Client names only where I am allowed to use them.

Korona Krulów: a satirical React game for 100,000+ players, built in two weeks

The problem
Spring 2020, lockdown, a joke that deserved a game before the joke got old.
What I did
React, 400+ actions, a leaderboard, open source on GitHub, shipped in two weeks of evenings.
Result
100,000+ players and ~700 upvotes on Wykop at launch.

100,000+ players 2 weeks open source Open ↗

See also: React · JavaScript

Migawki: a browser game in three.js, served by a Worker

The problem
A personal story worth telling as a game, with almost no text, no voice actors and no budget.
What I did
three.js scenes stitched with cutscenes of a few seconds, bloom and grain for mood, narration synthesized locally and cut with ffmpeg, touch controls, a turbo mode and scene codes for testing, all served from a Cloudflare Worker with no bundler.
Result
Live at ciunkos.com/migawki. The same loop, pause-on-hidden and frame budget discipline runs in the demo on this page.

three.js Workers cutscenes Open ↗

See also: JavaScript

25+ apps, 3.7 million downloads, published worldwide

The problem
Between 2009 and 2017 the Windows Phone and Windows Store ecosystem needed apps and had few developers.
What I did
C#, XAML and ASP.NET. Localization into dozens of languages, store listings, ads and in-app monetization, client apps for Polish media brands, plus game development on PC and Xbox 360 before that.
Result
25+ apps and 3.7M+ downloads. The habit of shipping, watching users and fixing what they say started here.

25+ apps 3.7M+ downloads

See also: C# & .NET (legacy)

One foot in the door

Not ready for a project? Start smaller.

Two ways to see how I work before you commit to a sprint. Fixed scope, a number in writing after a short call.

Games codebase audit, one week

I read the repo, CI, tests, security and the parts the team avoids. You get a written report with findings ranked by risk, a plan with milestones and a go or no-go you can defend. I have run this for a large software house before its clients saw the code.

Code review of one pull request or one module

Send me the diff that worries you. Within a few days you get line-level comments, the three things I would change first and whether I would merge it.

Ask about an audit Free 30-minute call first. If an audit is the wrong tool, I say so on the call.

Live demo

Thirty seconds of arcade

Catch the green commits, dodge the red bugs. Arrow keys or touch. The readout shows frames per second, frame time and the fixed 60 Hz simulation step the game runs on, independent of your screen’s refresh rate.

Demo loading…

Switch tabs and come back: the game pauses instead of fast-forwarding. That is the loop doing its job.

How it works

Three steps from this page to a running project.

  1. 1

    A 30-minute call

    You describe the product and the problem. I ask the questions I would ask on day one. If I am not the right person, I say so and point you to someone who is.

  2. 2

    Scope in writing

    A short written plan follows: what we build first, what we measure, how we work together and what it costs. No slide deck.

  3. 3

    Something to touch in week one

    The first slice ships in the first week: deployed, measured, reviewable. From there the work is paced by what the numbers say.

Fit check

Is this a fit?

A good fit when

  • You need a senior who owns delivery, not a pair of hands
  • The product has to ship and be measured, with or without a product manager
  • A solo engagement or a team of up to four
  • TypeScript, React, Node.js, Cloudflare, Postgres, PostHog

Probably not when

  • A program that needs a ten-person vendor team
  • A stack built around Java, Python or a cloud I do not sell
  • Body leasing by the hour with no say in how the work is done
  • A start before November 2026

Working style

How I work

Measured, not assumed

PostHog in every project from day one. A tracking plan per feature and dashboards leadership actually reads.

No product manager? Fine.

Where there is no PM I set priorities directly with the people using the software and answer support myself.

Agents under rules

Claude Code and Codex work on main with hooks, lint and test gates. The model suggests, the criteria decide. Every PR gets a human review and AI-assisted content is disclosed.

FAQ

Questions people ask before they book

Which engines and stacks?
Plain JavaScript with canvas or WebGL, three.js, Phaser when a 2D engine earns its place, React for games that are mostly UI, like Korona Krulów. Unity and Unreal are not my stack and I will say so on the call. The browser side is on the JavaScript page.
Multiplayer?
WebSockets with rooms in Durable Objects, authoritative server, client prediction only where the game needs it. I have run 30,000 concurrent users on my own infrastructure. The edge side is on the Cloudflare page.
App Store and Google Play?
Yes, including the review process, ratings and the first week of crash reports. React Native, Expo or a PWA depending on the game. Details on the mobile and desktop page.
Monetization?
Ads, in-app purchases, localization into dozens of languages and store listings paid my bills for years across 25+ apps. I know which patterns players forgive and which ones kill retention.
Can you rescue a half-built game?
That is my favorite kind of project. A one-week audit of the code, the loop and the content pipeline, then a written plan: what ships first, what gets cut, what the launch needs.
How soon can you start?
November 2026. Book the call and bring a build, even a broken one.
Przemysław Zalewski

Let’s find out in 30 minutes

A free 30-minute call. You bring the problem, I bring questions. No prices on this page because scope comes first.

If I am the wrong person I will say so on the call and point you to someone better.

After you book: a calendar invite, then the call. Nothing else to fill in.

Available from November 2026 · B2B contract or employment · Wrocław, Poland (CET), remote