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C++ developer
- Age:
- 25 years
- City of residence:
- Kyiv
- Ready to work:
- Remote
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Vladyslav Meleshchenko
C++ Developer | Unreal Engine 4 (Gameplay, UI, Editor Tools) | Network Programming (Boost.Asio)
Kyiv, Ukraine | [open contact info ](look above in the "contact info" section) | [open contact info ](look above in the "contact info" section) | GitHub: github.com/Vladislav-cpp
SUMMARY
C++ Developer with 4 years of experience in game development and network programming. Contributed to Headquarters:
World War II, a commercial turn-based strategy game on Unreal Engine 4 released on Steam: game logic, UI, core C++
libraries (reflection, serialization) and in-editor tools for designers. Currently working as a freelancer, redesigning a legacy
client/server system into an asynchronous, event-driven architecture on Boost.Asio. Strong in algorithms, data structures and
clean, maintainable code.
SKILLS
Languages: C++ (11/14/17/20)
Unreal Engine: Unreal Engine 4, Gameplay programming, UI, Editor tools, Blueprints
Core: OOP, OOD, Design Patterns, Algorithms & Data Structures, Reflection, Serialization
Networking: TCP/IP, TCP, UDP, Sockets, Boost.Asio (async, io_context), client/server architecture
Libraries & Frameworks: Boost, Qt/QML, SFML, SDL, Windows API
Databases: MySQL
Tools: Visual Studio, Git, GitHub, TortoiseSVN
WORK EXPERIENCE
C++ Network/Systems Developer – Freelance Feb 2026 – Present
• Redesigned a legacy client/server architecture into a modern asynchronous, event-driven C++ networking stack on
Boost.Asio (io_context-based).
• Designed and implemented an authentication system and a secure session flow.
• Designed and implemented a Resource Manager for centralized control of assets and system resources.
• Optimized the server-side network processing pipeline to reduce latency.
• Separated networking, business logic and system layers to improve scalability and maintainability.
C++/Unreal Engine Developer – Starni Games, Kyiv, Ukraine Mar 2022 – Aug 2025
Studio developing turn-based strategy war games. Project: Headquarters: World War II – Unreal Engine 4 turn-based
strategy, Steam release (Apr 2024, publisher Slitherine), 500+ user reviews.
• Implemented game logic for turn-based gameplay in C++ and Blueprints.
• Developed game interfaces and UI logic in Unreal Engine (C++ & Blueprints).
• Developed core C++ libraries used by the game, including reflection and serialization systems.
• Built in-editor tools for game designers and level designers.
• Implemented network functionality (TCP/UDP sockets) for gameplay features; the game supports online multiplayer for
up to 4 players.
• Took part in the full project lifecycle: implementation, debugging and polishing of features, working closely with QA and
design teams.
PROJECTS
• Boost.Asio client/server applications: github.com/Vladislav-cpp/TestNetworkBoostServer,
github.com/Vladislav-cpp/TestNetworkBoostClient
• Desktop GUI applications: Qt/QML and Windows API. More projects on GitHub.
EDUCATION
Igor Sikorsky Kyiv Polytechnic Institute (National Technical University of Ukraine) Sep 2018 – Jun 2022
Bachelor’s degree, Applied Mechanics
LANGUAGES
English – Upper-Intermediate (B2) | Ukrainian – Native
C++ Developer | Unreal Engine 4 (Gameplay, UI, Editor Tools) | Network Programming (Boost.Asio)
Kyiv, Ukraine | [
SUMMARY
C++ Developer with 4 years of experience in game development and network programming. Contributed to Headquarters:
World War II, a commercial turn-based strategy game on Unreal Engine 4 released on Steam: game logic, UI, core C++
libraries (reflection, serialization) and in-editor tools for designers. Currently working as a freelancer, redesigning a legacy
client/server system into an asynchronous, event-driven architecture on Boost.Asio. Strong in algorithms, data structures and
clean, maintainable code.
SKILLS
Languages: C++ (11/14/17/20)
Unreal Engine: Unreal Engine 4, Gameplay programming, UI, Editor tools, Blueprints
Core: OOP, OOD, Design Patterns, Algorithms & Data Structures, Reflection, Serialization
Networking: TCP/IP, TCP, UDP, Sockets, Boost.Asio (async, io_context), client/server architecture
Libraries & Frameworks: Boost, Qt/QML, SFML, SDL, Windows API
Databases: MySQL
Tools: Visual Studio, Git, GitHub, TortoiseSVN
WORK EXPERIENCE
C++ Network/Systems Developer – Freelance Feb 2026 – Present
• Redesigned a legacy client/server architecture into a modern asynchronous, event-driven C++ networking stack on
Boost.Asio (io_context-based).
• Designed and implemented an authentication system and a secure session flow.
• Designed and implemented a Resource Manager for centralized control of assets and system resources.
• Optimized the server-side network processing pipeline to reduce latency.
• Separated networking, business logic and system layers to improve scalability and maintainability.
C++/Unreal Engine Developer – Starni Games, Kyiv, Ukraine Mar 2022 – Aug 2025
Studio developing turn-based strategy war games. Project: Headquarters: World War II – Unreal Engine 4 turn-based
strategy, Steam release (Apr 2024, publisher Slitherine), 500+ user reviews.
• Implemented game logic for turn-based gameplay in C++ and Blueprints.
• Developed game interfaces and UI logic in Unreal Engine (C++ & Blueprints).
• Developed core C++ libraries used by the game, including reflection and serialization systems.
• Built in-editor tools for game designers and level designers.
• Implemented network functionality (TCP/UDP sockets) for gameplay features; the game supports online multiplayer for
up to 4 players.
• Took part in the full project lifecycle: implementation, debugging and polishing of features, working closely with QA and
design teams.
PROJECTS
• Boost.Asio client/server applications: github.com/Vladislav-cpp/TestNetworkBoostServer,
github.com/Vladislav-cpp/TestNetworkBoostClient
• Desktop GUI applications: Qt/QML and Windows API. More projects on GitHub.
EDUCATION
Igor Sikorsky Kyiv Polytechnic Institute (National Technical University of Ukraine) Sep 2018 – Jun 2022
Bachelor’s degree, Applied Mechanics
LANGUAGES
English – Upper-Intermediate (B2) | Ukrainian – Native
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