Олександр
Unity developer
- Age:
- 22 years
- City of residence:
- Dnipro
- Ready to work:
- Remote
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Unity Developer — Mobile Games
Ukraine. Dnipro | [
https://github.com/Zedicus52
PROFESSIONAL SUMMARY
Unity Developer with 1 year and 10 months of commercial experience specializing in mobile game development.
Proficient in C#, Unity, and integrating third-party SDKs for monetization and analytics in high-traffic applications.
Experienced in UI development, game logic implementation, and asset bundle optimization.
TECHNICAL SKILLS
Languages & Core: C#, LINQ, OOP, SOLID, GoF Patterns, MVC
Engine & Frameworks: Unity (2023), UGUI, DOTween, Zenject
Services & SDKs: Firebase, AppLovin, Kinoa SDK
Platforms & Tools: Android/iOS build pipelines, Git
Design & 3D: Photoshop, Blender
PROFESSIONAL EXPERIENCE
Junior Unity Developer | Starling Play | March 2024 – December 2025
Project: Cooking Rage (Commercial Mobile Game · 50M+ installs)
Developed and integrated new game content, including maps, restaurants, and prefabs, utilizing asset bundles to
extend the existing content pipeline.
Migrated project plugins to updated versions and resolved integration issues caused by breaking changes in the
codebase.
Integrated the AppLovin SDK to support rewarded ad monetization and the Kinoa SDK to handle purchasable UI
bundles.
Resolved gameplay and visual defects identified by the QA team prior to release cycles.
Project: Cooking Big (Commercial Mobile Game · 10M+ installs)
Reworked multiple UI windows using UGUI to build fully responsive layouts and modified view behavior scripts.
Optimized asset bundles by configuring texture compression settings, successfully reducing overall bundle sizes
for new map and restaurant updates.
Implemented end-to-end tournament logic based on provided technical specifications.
Troubleshot test build assembly issues and resolved QA-reported bugs.
Project: Clash of a Knight (Commercial Mobile Game · 100K+ installs)
Implemented an Excel-based localization pipeline for 5+ languages, fixing font rendering issues for non-Latin and
Asian character scripts.
Reworked core combat mechanics by migrating the Action Point (AP) system from an end-of-turn model to
continuous passive regeneration, updating player, enemy AI, and boss behavior.
Integrated a push notification system, new visual effects, and a cinematic sequence into the existing codebase.
Wrote and expanded unit tests to verify core logic stability.
Project: Escape Rush (Commercial Mobile Game)
Integrated AppLovin for ad monetization and Firebase for analytics from project inception.
Designed and built responsive UGUI layouts based on preliminary technical specifications.
Developed a three-state enemy AI system (idle wandering, player detection, active pursuit) and a modular player
power-up system.
Built the structural framework for the environment to support procedural maze generation.
PET PROJECTS
Project Ash (Action-RPG) | https://zedicusgd.itch.io/project-ash-prototype
Designed a procedural dungeon generation algorithm featuring room-based progression tied to enemy wave
completion.
Developed an inventory and resource loop integrated with a time-based, two-stage city reconstruction mechanic.
Implemented Behavior Trees to manage character animation states and logic transitions.
Created an interactive environment containing functional upgrade buildings and a day-skipping time system.
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