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Alexander

Unity Developer

Age:
26 years
City of residence:
Kharkiv
Ready to work:
Kharkiv, Remote

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ALEXANDER CHUDIN
UNITY DEVELOPER
[open contact info](look above in the "contact info" section) | https://t.me/NoVeR_HD | github.com/NoVeR-18 | [open contact info](look above in the "contact info" section)

SUMMARY

Middle Unity Developer with 3.5+ years of commercial experience building gameplay systems for mobile, PC, and VR/AR
platforms. Specialized in scalable combat mechanics, data-driven architecture, and clean code practices using C#,
ScriptableObjects, and Dependency Injection. Delivered projects across the full cycle — from prototype to release — both
solo and in teams. Looking to bring this breadth of experience to a released product with a real audience and continue
growing as part of a strong engineering team.

CORE SKILLS

Languages & Engine: C#, Unity API, LINQ, Async/Await, Coroutines, Delegates, Physics, Animator,
ScriptableObjects
Architecture: SOLID, Clean Architecture, MVC, MVVM, Event Systems, Dependency Injection (Zenject)

Gameplay Systems: Combat & Ability Systems, Inventory & Equipment, Status Effects, Quest & Dialogue,
Save/Load Serialization, Party Management, Procedural Generation
Frameworks & Tools: DOTween, Cinemachine, Addressables, NavMesh, URP, Profiler, Odin Inspector
Integrations: Firebase, PlayFab, Ads & Analytics, ARCore, OVR SDK, Android Studio
Version Control: Git, GitHub, GitLab
Soft Skills: Code review, mentoring, problem-solving, adaptability
English: B2 (technical proficiency)

PROFESSIONAL EXPERIENCE

Boosta — Unity Developer · Remote Jan 2026 – Present
Redesigned and relaunched existing mobile games with updated UI/UX, new mechanics, and performance
improvements for rapid market re-release
Built AI-powered mobile applications using Kotlin (Android) and Swift (iOS), integrating neural network APIs for
content generation
Maintained and optimized Unity projects across multiple simultaneous titles under tight release cycles
Wowmeow — Unity Developer · Remote Aug 2025 – Nov 2025
Developed core gameplay mechanics and UI systems for a mobile hidden object game
Implemented level progression logic and interactive object handling within a cross-functional team
Position ended due to company-wide budget restructuring
Xedrum — Unity Developer · Remote Aug 2024 – Mar 2025

Sole programmer responsible for complete architecture, gameplay systems, UI, and SDK integrations across
multiple mobile titles
Designed modular, scalable systems enabling rapid iteration from prototype to App Store / Play Store release
Integrated third-party services including Ads, Analytics, Firebase, and PlayFab
Freelance (Upwork) — Unity Developer Nov 2022 – May 2024, Mar 2025 - Aug 2025
Developed casual, hyper-casual, and RPG prototypes for clients, delivering projects independently from brief to
build
Created modular systems for abilities, AI, UI, and save/load mechanics
Maintained consistent client satisfaction through clean architecture and rapid iteration
Arrible — Unity Developer · Remote Jun 2023 – Oct 2023

Worked on RectSkull (Action RPG) within a team led by a senior developer with 10+ years of experience
Implemented combat abilities, inventory logic, and Metamask wallet integration under MVC-based architecture
Position ended due to project cancellation
AEstAR — Junior Unity Developer · Kharkiv / Remote Jan 2022 – Oct 2022, May 2024 – Jul 2024

Developed VR/AR applications for simulation and education using Oculus SDK and ARCore
Implemented gameplay mechanics, lighting optimization, and SDK integration
Participated in iOS and Oculus build pipelines and internal tooling development
Supported ongoing VR/AR simulation projects, contributing to feature development and optimization of existing
applications

SELECTED PROJECTS
Calamity / RectSkull — Action RPG (Arrible)
Developed skill-based combat system with attacks, dodges, and class-specific abilities balanced across ability
balancing logic
Built a full inventory system with item sorting, weight restrictions, rarity display, and equipment slots
Implemented a dynamic player-to-NPC trade system with item rarity-based pricing
Integrated Metamask wallet for in-game crypto purchases within an MVC-based architecture
YouTube demo available

Junkyard Master — Casual Mobile Simulator (Google Play)
Designed complete game architecture and implemented core gameplay loop: garbage collection, physics-
based vehicle behaviour, and resource economy
Built a custom level editor tool for rapid biome design and content iteration
Implemented vehicle customization, skin unlock system, daily task rewards, and ad integration
(rewarded/interstitial)
Delivered full cycle from prototype to live release on Google Play
Amaze Island — Puzzle Arcade (Google Play)
Developed grid-based boat swipe control system with full cell-painting coverage mechanics
Built island construction meta-game: resource economy, building progression, and unlock system
Implemented dynamic level progression with increasing obstacle density and route complexity
Released and maintained on Google Play

Beyond Human — Action RPG Prototype
Designed multi-scene auto-battle system with advanced AI targeting, status effects (DoT, buffs, debuffs,
elemental combos)
Built data-driven ability logic using ScriptableObjects and event-based triggers
Integrated party management, skill equipment loadouts, and ability combo UI

Javelin VR Simulator — Oculus Training Sim (YouTube demo)
Developed immersive step-by-step VR training simulator with realistic hand-tracking and controller haptic feedback
Implemented infrared lock-on targeting system and failure/consequence scenarios to reinforce skill learning
Optimised tracking precision and visual/audio feedback for battlefield immersion

Nreal Downloader — AR App
Built an app marketplace for Nreal AR glasses with automatic APK installation via accessibility service module
Implemented background service architecture for seamless app delivery without user interruption

EDUCATION
V. N. Karazin Kharkiv National University
Bachelor's degree · Computer Science · 2018 – 2022 Thesis: Procedural Dungeon Generation using Genetic
Algorithms (Unity / C#)

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