Michał Sobiecki

Co-Founder

Mazowieckie, Poland14 yrs 6 mos experience
AI EnabledAI ML Practitioner

Key Highlights

  • Expert in low-level programming and game development.
  • Proven leadership in engineering and project management.
  • Strong background in mobile and cloud technologies.
Stackforce AI infers this person is a seasoned leader in game development and cloud technologies.

Contact

Skills

Core Skills

Engineering ManagerCloud ComputingEngineering ManagementPrivacy TechnologyProject ManagementMobile TechnologySustainabilitySoftware EngineeringData EngineeringMachine LearningGameplay ProgrammingTeam ManagementTeam LeadershipGameplay SystemsPerformance OptimizationMobile Game DevelopmentGame DevelopmentAutomationGame Engine DevelopmentCollision Detection

Other Skills

AIBigQueryBlockchainBusiness StrategyBusiness ValuationC#C++Cloud CarbonComputer GamesCorporate FinanceDartData reporting pipelineFlutterGoogle Cloud MobileLeadership

About

With technical roots in gamedev, demoscene and reverse engineering since 1998 (yep, I started early), I am a passionate builder at heart. I thrive on complex challenges and specialize in low-level programming close to the hardware. Alongside my deep technical work, I have spent my entire professional career building and leading teams, guiding groups from small engineering pods to large, multi-disciplinary organizations.

Experience

Funventure

Investor, Advisor of the Board

Nov 2025Present · 4 mos · Polska · Remote

  • Mobile RPG Games development company

Self-employed

Angel Investor

Jun 2025Present · 9 mos · Polska

  • I am mostly open to invest in Game Development, Agriculture and Ecology, but feel free to reach out if you have any interesting project.

Google

Engineering Manager / Staff Software Engineer

Nov 2023Present · 2 yrs 4 mos · Warszawa, Woj. Mazowieckie, Polska · Hybrid

  • Nov 2023 - Aug 2024, I've been a team lead of a team working on Privacy in Health Platform. I was 25% hands on during this time.
  • Sep 2024 - now, I am an Engineering Manager for Google Cloud Mobile team.
  • In H2 2025 I was in leadership position for bootstrapping of Gemini Enterprise Mobile.
  • Dec 2025 - now, I am an Engineering Manager for Cloud Carbon team (reporting of CO2 emissions for Cloud).
Privacy in Health PlatformEngineering ManagerGoogle Cloud MobileCloud CarbonCloud Computing

Spotify

Senior Software Engineer / Engineering Manager

Feb 2022Sep 2023 · 1 yr 7 mos · Szwecja · Remote

  • I've worked on transitioning of the data reporting pipeline (both financial under ITGC and machine learning) from batch to stream.
  • In autumn 2022 I accepted the offer to take the role of the Engineering Manager.
  • My teams tech stack: C++, Python, TypeScript, BigQuery
  • I've worked in UK (London office) and then moved to Sweden (Stockholm office).
Data reporting pipelineMachine learningC++PythonTypeScriptBigQuery+2

Cd projekt red

2 roles

Lead Gameplay Programmer

Promoted

Oct 2016Dec 2020 · 4 yrs 2 mos · On-site

  • I worked as a Lead Gameplay Programmer on the Cyberpunk 2077 AAA RPG game, where my main responsibility was to build and drive the team of gameplay programmers, including UI sub-team.
  • I still did a lot of coding, trying to keep a balance of 50/50, which obviously was not constant, and sometimes I had more time to write code, sometimes I had to focus on the team more.
  • From programming tasks I worked on vehicle physics and handling, but also on more engine-side tasks, like input system or dynamic runtime database. I've also established the architecture of the current iteration of our internal engine, in cooperation with leads of other code teams.
  • The Leadership role in CDP combined EM and some areas of PM responsibilities.
Gameplay programmingTeam leadershipC++Gameplay ProgrammingTeam Management

Senior Gameplay Programmer

Dec 2013Oct 2016 · 2 yrs 10 mos · On-site

  • The Witcher 3 is a AAA game designed for PC, PS4 and Xbox One. As for this project, I've worked on:
  • Inventory system including memory optimisations and save system
  • Vehicle dynamics with focus on boat dynamics
  • Input system created to handle the needs of gameplay designers
  • Performance optimisation for PS4 and PC
  • Performance optimisation of scripts
  • AI tree debugger tool
  • And of course many, many minor bugs... :)
  • I've worked both on the main game ( The Witcher 3 ) and on both expansion packs ( "Hearts of Stone" and "Blood and Wine" ).
  • I've also worked on prototyping and creating the architecture for the next AAA game - Cyberpunk 2077.
Gameplay programmingC++Gameplay Programming

Super sharp banana

Founder, Dark Jedi

Nov 2014Dec 2016 · 2 yrs 1 mo · Warszawa, woj. mazowieckie, Polska

  • A self-directed R&D project to explore the mobile gaming market. This adventure encompassed managing the end-to-end creation and launch of four mobile games on the Google Play and Apple App stores. All titles were built using the Unity game engine, supplemented by custom Python-based automation and tooling to enhance development efficiency and manage release processes.
Mobile game developmentUnityPythonMobile Game Development

Qubicgames

Lead Programmer, Manager

Jun 2010Dec 2013 · 3 yrs 6 mos · Warszawa, Woj. Mazowieckie, Polska · On-site

  • At QubicGames I've worked on multiple projects for several platforms:
  • Remote Racers ( Nintendo DSi, racing game, involved in vehicle dynamics, AI, generic gameplay )
  • GNOMZ ( Nintendo Wii, Hot Seat action game, involved in AI, generic gameplay, UI, engine )
  • 2 Fast 4 Gnomz ( Nintendo Wii, endless runner, involved in engine, generic gameplay )
  • 2 Fast 4 Gnomz ( Nintendo 3DS, endless runner, involved in porting, 3DS engine )
  • AiRace SPEED ( Nintendo 3DS, iOS, arcade, involved in vehicle dynamics, camera, generic gameplay, engine architecture )
  • AiRace XENO ( Nintendo 3DS, iOS, arcade, expansion for AiRace SPEED, involved in engine and bugfixing )
  • Geki Yaba Runner ( Android, iOS, endless runner, involved in porting 2 Fast 4 Gnomz to android & iOS )
  • Lucha Amigos ( iOS, arcade, involved in generic gameplay, physics )
  • Robonauts ( PC, MAC, PS4, arcade, involved in engine at early stage of project )
  • In all above games I've been involved in the design phase.
  • I've worked on creating the architecture of multiplatform C-Way game engine. As a programer, in C-Way I was involved in writing the generic 2D collision detection and physics dynamics engine.
  • At QubicGames I've also managed a team of up to 25 people ( including outsource ) at a time.
Game developmentTeam managementGame DevelopmentTeam Management

Education

Warsaw University of Technology

Magister — Informatyka

Jan 2011Jan 2013

Warsaw University of Technology

Inżynier — Informatyka

Jan 2007Jan 2011

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