Software engineer / AI systems / Unity craft

AlekJałtuszyk

Building products where intelligence, behavior, and a little useful pressure meet.

Current work
Alek Jałtuszyk bouldering on an overhanging rock wall.

Core skills

The core stack behind my work right now, with Unity still carrying real weight.

Click any skill card to expand it.

Selected history

A few milestones behind how I work and what I build today.

2022-2025

Unity asset development

Unity programmer and tool builder

Before the current AI-heavy phase, I spent years building Unity assets and frameworks that reached a large audience of developers.

  • Created 5-star Unity assets, including tools for procedural level design and physics-reactive VR NPCs.
  • Learned how to package advanced systems so they are understandable, documented, and genuinely useful.
  • Turned the Asset Store from a learning platform into a profitable technical business with strong user feedback.

2025-2026

Roam AI text-to-game startup

Core gameplay and AI systems contractor

I joined Roam as a core contractor on a small team building a text-to-game experience at the level where gameplay engineering and AI systems start overlapping.

  • Built player mechanics, enemy AI, networking, physics interactions, and world-building systems with the team.
  • Selected for two company-supported San Francisco stays, spending four months there for direct in-person collaboration with the core team.
  • Worked closely with teammates across gameplay development, internal tooling, product context, and urgent AI-driven problem solving.

2026-now

Building 4 iPhone apps

Independent iOS product builder

I developed and launched four separate iPhone apps: Voice of Self, PlanKept, OverLit, and Take Me Somewhere.

  • Voice of Self Voice-first reflection app.
    • Built staged AI analysis and reflection memory for recurring worries, resolved worries, and personal growth.
    • Built managed subscription services and account flows.
    • Designed voice-first UX for capturing, processing, and reviewing reflections.
  • PlanKept Plan-enforcement and app-blocker product.
    • Shaped careful UX for reminders, app limits or blocks, recurrence, quotas, and proof review.
    • Solved local image-processing and memory-management issues for proof review.
    • Worked on on-device model handling, durable state machines, and Apple/iOS integrations.
  • OverLit Fast reflex arcade game.
    • Designed easy-to-learn, hard-to-master gameplay around simple mechanics with large gameplay impact.
    • Tuned variable difficulty, pressure states, level pacing, and easing so runs stayed fun without becoming too easy or too punishing.
    • Built an ad-supported monetization path.
  • Take Me Somewhere Route-discovery app for spontaneous outings.
    • Shipped a smooth UX around quick decisions and time-boxed local exploration.
    • Built Compass Mode and a low-friction route-discovery flow.