> ABOUT_

Started with arcade machines.
Never stopped taking things apart.

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.

The Company

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.

The Founder

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.

Technology

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™

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_

The journey so far

From squeezing effects out of home computers to shipping on every major platform.

  1. 1
    LEVEL 1 · 1990s

    The demo scene

    Real-time effects on limited hardware — where the obsession with every cycle started.

  2. 2
    LEVEL 2 · 2000s

    First games

    PC, handheld and console titles — engines, rendering and whatever else needed doing to ship.

  3. 3
    LEVEL 3 · 2010s

    AAA consoles

    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.

  4. 4
    LEVEL 4 · Mobile

    Performance at scale

    Hundreds of millions of devices, strict thermal and memory budgets. rprof shipped with League of Legends: Wild Rift.

  5. 5
    LEVEL 5 · 2023 → NOW PLAYING

    Rudji Games

    Our own studio: contracting for teams worldwide, building our own games on the iMagus™ engine.

> HOW WE THINK_

What we believe

Measure, don't guess

Intuition finds suspects. Profilers find culprits. Every change we make comes with a number.

Know the whole stack

From shader to allocator to the OS scheduler. Performance problems rarely respect module boundaries.

Senior by default

Small on purpose. You talk to the engineer doing the work — no account managers, no hand-offs.

Leave teams stronger

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?_

Let's build something fast together.

Whether it's a performance problem, a port or a new game — we'd like to hear about it.