> ABOUT_
Rudji Games is a small, senior studio from Belgrade. 27+ years of engines, graphics and systems code — now shipping games and helping teams around the world make theirs faster.
Founded in 2023, Rudji Games creates games and provides game development tools and services. The company takes its name from the founder's son, Rudji, who shares an enthusiasm for gaming and puzzle-solving.
Based in Belgrade, Serbia, Rudji Games works with teams all over the world, bringing decades of experience in low-level graphics and systems programming to every project. Since launch we've contributed to titles like Mortal Kombat 1, WWE 2K25, Splitgate 2 and BeamNG.
Milos Tosic has 27+ years of professional experience in engine, rendering and systems programming, with roots in the 1990s demo scene. He co-authored the world's first GPU-driven rendering engine, presented at SIGGRAPH 2015, and has recently worked as an embedded principal and graphics engineer on UE5 titles including Splitgate 2 and MindsEye.
His childhood curiosity about how arcade machines operated drove his career toward game development — a path that has led to work on major titles across consoles, mobile, and PC, and to MTuner, a memory profiler with 2,700+ GitHub stars, used by developers worldwide.
Rudji Games develops with its proprietary iMagus™ engine, built for modern game development with a focus on performance and flexibility.
Founded
2023
Founder
Milos Tosic
Location
Belgrade, Serbia
Reach
Worldwide
Engine
iMagus™
Links
27+
years of engine, graphics & systems work
24
shipped titles, from PSP to PS5
10+
platforms — consoles, PC and mobile
2.7k+
GitHub stars on MTuner
> LEVEL SELECT_
From squeezing effects out of home computers to shipping on every major platform.
Real-time effects on limited hardware — where the obsession with every cycle started.
PC, handheld and console titles — engines, rendering and whatever else needed doing to ship.
Large teams, big engines, current-gen hardware — co-authored the world’s first GPU-driven rendering engine (SIGGRAPH 2015), with a growing focus on profiling, memory and performance.
Hundreds of millions of devices, strict thermal and memory budgets. rprof shipped with League of Legends: Wild Rift.
Our own studio: contracting for teams worldwide, building our own games on the iMagus™ engine.
> HOW WE THINK_
Intuition finds suspects. Profilers find culprits. Every change we make comes with a number.
From shader to allocator to the OS scheduler. Performance problems rarely respect module boundaries.
Small on purpose. You talk to the engineer doing the work — no account managers, no hand-offs.
Tools, docs and knowledge stay behind when we leave. The goal is that you don't need us for the same problem twice.
> PLAYER 2?_
Whether it's a performance problem, a port or a new game — we'd like to hear about it.