Работал в 2 компаниях 3 года 9 месяцев
IT
Unity developer
Light Games Team
IT
2 года
02.2024 - по настоящее время
Led AR/VR and multiplayer feature development on projects spanning military and e-commerce domains across multiple platforms
Key Contributions:
• Reduced WebGL build size by 57% (35 MB > 15 MB), significantly improving load times and enabling broader device compatibility for mobile AR users
• Optimized AR tree mesh using Speed Tree, cutting triangle count by 62% (84k > 32k) without visual quality loss• Lowered memory usage of tree mesh growth animation by 45% (28 MB > 15 MB), boosting runtime performance significantly on mobile
• Built a hybrid, platform-adaptive AR solution using a dual-plugin strategy (WebXR Export & Imagine World Tracker), ensuring seamless cross-platform support on iOS and Android WebGL
• Implemented QR code scanning via Zxing.net, boosting input flexibility and enhancing security in mobile AR e-commerce experiences
• Engineered a robust real-time client-host architecture for a realistic military-grade VR shooter, syncing Meta Quest 3 and Windows clients via Photon Fusion using RPCs, networked components, and property replication
• Built a full-featured realistic ballistics system with wind-influenced projectile physics and synchronized VFX/SFX across VR and desktop platforms
• Created modular shooting exercise analytics pipeline, from extensive real-time UI feedback to printable HTML reports and persistent archives, streamlining military instructors’ session analysis
Unity developer
Midnight Works
IT
1 год 8 месяцев
06.2022 - 01.2024
Executed full-cycle features for driving simulation and shooter games targeting Windows and PS5, independently working within a large cross-functional outsourcing team
Key Contributions:
• Built dynamic, impact-responsive vehicle part detachment system, enhancing crash realism in a first-person 3D driving simulator
• Developed full-cycle vehicle interaction system: NWH Vehicle Physics 2-powered driving, contextual character entry/exit triggers, and perspective-switchable camera views
• Engineered a step-by-step tutorial with dynamic input gating, progressively unlocking controls through guided, target-based shooting sequences for intuitive player onboarding
• Implemented contextual footstep audio system linked to terrain surfaces and movement states (e.g., sprinting on gravel, crouching on grass, etc.), enhancing environmental immersion and player feedback
• Delivered immersive shooting and hit detection mechanics using Realistic Sniper and Ballistics System, featuring body-part-based damage with tiered rewards, weapon-dependent behavior, and cinematic slow-motion bullet flight animations
• Developed a highly customizable modular animal AI system powered by Malbers Animal Controller, featuring dynamic animation blending, behavior-state logic, and proximity-triggered SFX to simulate lifelike wildlife interactions
• Built platform-adaptive UI/UX for PS5 and Windows, featuring intuitive navigation for both gamepad and mouse users, a filterable shop for weapon models and skins, and persistent audio and graphics settings
Ключевая информация
- Unity: Animation, Particle System, Physics, UI, Audio, Lighting, Editor Scripting, Custom Packages, Ragdoll, Joints, Profiler, Debuggers, CPU/GPU Optimization, Build Size Optimization, Sprite Atlas, Occlusion Culling, SRP/URP/HDRP
- Plugins: TextMeshPro, Cinemachine, Input System, ML-Agents, Post Processing, Recorder, Pixel Perfect, 2D Tilemap Editor, Device Simulator, Polybrush, NavMesh, Performance Testing Extension, Addressables, XR Plugin Management, Terrain Tools
- Assets: Odin Inspector, Malbers Animations Animal Controller, Realistic Sniper and Ballistics System, NWH Vehicle Physics 2, Game Creator, Easy Save, WebXR Export, Imagine World Tracker, Build Report, Shadow Receiver URP, Zxing.net, Shift Complete Sci-Fi UI
- Frameworks: Zenject/Extenject, UniTask, UniRx/R3, DOTween, StrangeIoC
- Programming: C#, C++, Python, Bash, CG/HLSL, Git, GitHub/GitLab, GitHub Actions, CI/CD, OOP, SOLID, DI, IoC, Design Patterns, MVC, AI, Localization, AR/VR, Agile, Scrum, Kanban, Clockify, Trello, Jira
- Testing: NUnit, NSubstitute, FluentAssertions
- Multiplayer: TCP/IP, UDP, Photon Fusion, Client-Host, Client-Server
- Algorithms: Steering Behaviors, A-Star, DFS, Bresenham's Line, Minimax, PPO, Fisher–Yates Shuffle, Raymarching
- Tools: Unity, Rider, Figma, RenderDoc, SpeedTree Modeler, Google Colab, TensorBoard, Slack, Trello, Jira, Clockify
Учился в 2 заведениях
Національний технічний університет України «Київський політехнічний інститут імені Ігоря Сікорського»
Факультет інформатики та обчислювальної техніки. Інформаційні системи та технології
Київ, 2024
Національний технічний університет України «Київський політехнічний інститут імені Ігоря Сікорського»
Факультет інформатики та обчислювальної техніки. Інформаційні системи та технології, вища
Київ, 2023
Владеет языками
Английский
выше среднего
Может проходить собеседование на этом языке
Может проходить собеседование на этом языке
Русский
свободно
Может проходить собеседование на этом языке
Может проходить собеседование на этом языке
Украинский
родной
Может проходить собеседование на этом языке
Может проходить собеседование на этом языке
Курсы, тренинги, сертификаты
Mobile Game Architecture on Unity for Professionals
Game Architecture · Dependency Injection · Design Patterns · Inversion of Control (IoC) · C# (Programming Language) · Coupling & Cohesion · SOLID Design Principles · JetBrains Rider · Code Refactoring · Unity
ML-Agents: Hummingbirds
Machine Learning · Reinforcement Learning · Deep Learning · Deep Reinforcement Learning · Artificial Intelligence (AI) · Unity · C# (Programming Language)
English Prime School
English speaking and writing skills
Дополнительная информация
Projects
AutonomousParking (Feb - Jul 2023)
Simulation of car parking in diverse parking lots, it's part of mybachelor's thesis.
- Data-oriented component-based architecture
- ML-Agents, Recorder, UnityEngine.Pool, Reinforcement Learning, PPO, Fisher–Yates shuffle, Google Colab, TensorBoard, Bash
- Optimized the number of cars needed for random spawning in parking lots using a technique from the Fisher–Yates shuffle algorithm
WizardSpells (Dec 2022 - Feb 2023)
Smooth 3D player movement and flexible architecture as the basis for future spell-based battle arena gameplay.
- Service-oriented component based architecture, FSM for game states, Single-entry point
- Zenject/Extenject, Input System, UnityEngine.Pool, GitHub Actions, CI/CD, Tests (NUnit, NSubstitute, FluentAssertions)
- Design a flexible solution for managing NuGet packages in Unity
Roguelike (Mar - Oct 2022)
Turn-based tile-based 2D roguelike game based on procedurally generated maps with 2-bit colour style.
- Event-driven component-based architecture
- Zenject/Extenject, Pixel Perfect, 2D Tilemap Editor, Recorder, Device Simulator, AI, A-star, Bresenham's line
- Implemented and plugged a generic A-star algorithm as a Unity package.
Yuriy
Yuriy
Unity developer

Луцк
полная занятость, неполная занятость
Характер работы: удаленная работа
Последняя активность 4 месяца назад