Architecture • Performance Optimization • Gameplay Systems • Tools Development • Shaders • Netcode
Unity Developer, 6+ years of experience
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WhiteApps — Dec 2024 – Jun 2026 (1 yr, 6 mo)
Joined the company as a Unity/iOS developer, then spearheaded the scaling of production and rose to the position of team lead, heading a team of 10 developers. 🔗 Project videos (iOS Mini Games section)
- For the first 3 months, I independently developed iOS games based on existing designs at a rate of 1 release per week.
- I initiated and implemented production scaling: I built a team of 5 Unity developers initially, then expanded it to 10, and organized the full development and release cycle for apps. As a result, the team consistently released 5–10 projects per week.
- I developed a custom UI framework with reusable components and quick animation configuration, accelerating interface creation and ensuring a unified approach within the team, which reduced the time to market for new apps by 35%.
- Developed and implemented a custom SDK (monetization, analytics, push notifications, content management)
- Optimized assets and the build pipeline, reducing the build size from ~300 MB to 20–30 MB.
- Set up CI/CD using Codemagic, integrated OneSignal, Firebase, and AppsFlyer, and developed native plugins in Objective-C and Swift.
- Participated in architecture design, conducted code reviews, mentored junior developers, and oversaw code quality and release cycles.
OccaSoftware (Project-Based) — May 2023 – Nov 2023 (6 months)
I participated in the development of commercial graphic assets for Unity URP, which were published on the Unity Asset Store and used by developers in production projects and released games.
- **🔗Buto — Volumetric Fog and Volumetric Lighting** - Developed and optimized a raymarching shader for volumetric fog and lighting. Implemented height fog, density masks, Temporal Anti-Aliasing, and integration with the Volume Component System. Reduced GPU frame time from 2.9 to 1.9 ms at 1920×1080 resolution by optimizing raymarching samples, the volumetric buffer, and temporal reprojection.
- 🔗Fluff — Grass for URP - Implemented grass rendering using geometry shaders with the Fin + Shell technique. Added procedural wind, texture-driven control over length and color, as well as cut, paint, and erase tools.
- 🔗Responsive Smokes — Interactive Volumetric Smokes - Developed a voxel-based system for interactive volumetric smoke with real-time propagation, adaptation to scene geometry, and reactions to projectiles and explosions. Reduced GPU frame time from 3.8 to 2.2 ms by optimizing the voxel grid, simulation frequency, and volumetric rendering.
- Profiled and optimized graphical effects using Unity Profiler and Frame Debugger, monitoring GPU frame time, shader complexity, the number of samples, and the resolution of intermediate render textures.
BGGames — May 2022 - Dec 2024 (2 years, 7 months)
An outsourcing company that develops mobile and VR projects for external clients. Contributed to the development of several commercial mobile games (Android/iOS) and a VR simulator, as well as R&D prototyping for new projects during the pre-production phase.
- 🔗Skillcamp VR — a live VR platform for corporate training, featuring several interactive scenarios. I contributed to the development of the security scenario and the platform’s core systems.
- Developed a reusable Unity Editor tool for configuring hand poses when interacting with objects. Added procedural adaptation of finger and hand positions for objects without a predefined hand pose, reducing the amount of manual configuration required by designers and animators.
- Designed and implemented the project’s UI system (screen architecture, navigation, reusable components), including a curved world-space UI for the hub scene, adapted for VR perception.
- Developed a voice line playback system with priorities (interruption, queuing, parallel playback) and implemented asynchronous loading of levels and remote content (async/await) from the backend, including error handling and scene transitions.
- Developed shaders and VFX for VR with headset performance in mind, integrated an analytics system (sessions, events, conversion funnel), and contributed to the development of the onboarding/tutorial system.
- **🔗Knit Match 3D (iOS + Android: 100,000+ downloads)** - Refactored the core logic of the matching algorithm for scalability, which allowed the team to add new mechanics, obstacles, and combo bonuses without having to rewrite the system from scratch. Added new boosters and gameplay mechanics, as well as visual polish (swaying skeins of thread, animations, effects) for a more “vibrant” gaming experience; worked on fixing crashes and bugs. Participated in A/B testing (Firebase) of level difficulty and rewarded ads—the hypothesis was confirmed, and we chose the option with higher difficulty at the start of the game for the release.
- **🔗Food Island (100,000+ downloads)** - Participated in early-stage R&D prototyping for a cooking/merge idle game. Implemented an FSM-based system for orders and customer queues, the dish assembly architecture (base + toppings, cooking/burning timers, combo points), as well as data-driven level configuration (ScriptableObjects/JSON) and a shop with IAP
- **🔗Prototyped an RPG version of “Rock-Paper-Scissors” (multiplayer, Photon Realtime)** - Independently implemented network synchronization of player states (HP, energy, abilities) and the entire project UI with animations. For complex frame-by-frame animations, I developed a tool to convert them into a sprite atlas with a custom shader, which reduced memory usage. Before implementing this system, the game wouldn’t run on mobile devices; afterward, it ran at a stable 60 FPS
4Tale Production — Feb 2020 - May 2022 (2 Yr, 3 Mon)
I developed client- and server-side solutions for indie games at a company that releases original projects across various genres—from mobile action games to PC roguelikes published on Steam.
- **🔗Everwayne (card-based roguelike, party-based combat)** - Contributed to the development of the client-side for a commercial PC project on Steam. Implemented a modular system for abilities and combat mechanics, as well as enemy behavior logic using a state machine. Integrated asynchronous loading (Addressables) and object pooling for combat entities and VFX, which reduced level loading times by 30% and completely eliminated freezes (spikes) in dynamic scenes.
- Independently developed a prototype for a mobile online Battle Royale game: implemented core gameplay and networking using Photon (matchmaking, synchronization for up to 15 players), a custom-built backend (PHP/MySQL) for profiles, progress, inventory, weapon and skin systems, UI, and optimization for Android/iOS.
- Developed a VR simulator for training pharmacists (SteamVR, Oculus SDK): implemented three training scenarios—a lab with interactive devices, a changing room with training on how to properly put on protective gear, and a hangar with complex equipment; developed a system for interacting with objects, the UI, and a system for evaluating user actions.