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Unity developer
- Considering positions:
- Unity developer, Unity 3D-програміст
- City of residence:
- Kyiv
- Ready to work:
- Kyiv, Remote
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About
Unity Developer with a background in medicine, bringing
strong analytical skills and a methodical approach to
problem-solving. I focus on building scalable architectures
and optimizing game performance. While I have
experience creating complex physics-based simulations,
my primary goal is to apply strong engineering principles to
develop engaging and stable mechanics for PC and mobile
games
Tuytuynnik Danyil
Unity Developer
Contacts Experience
[open contact info ](look above in the "contact info" section) Pet project (done)
[open contact info ](look above in the "contact info" section) 3D HyperCasual runner “Vehicle runner”
@taschenjude A dynamic 3D endless runner where the player controls an armed vehicle,
navigating through procedurally generated environments and destroying hordes
LinkedIn of zombies. The project is built with a strong emphasis on clean architecture,
mobile optimization, and juicy "game feel".
GitHub
Implemented:
Architecture & Core: Integrated Dependency Injection (Zenject) to decouple
systems and ensure a modular code structure. Built a global
GameStateController (Observer pattern) enabling seamless "Hot Restarts"
Hard skills
CoreDevelopment:
without scene reloading.
Optimization & Memory Management: Implemented a robust Object Pooling
GameEngines: Unity (2022/6LTS),2D& 3D system for enemies, visual effects (VFX), and UI elements (floating
Development, HDPR/URP. damage/coin text), completely eliminating runtime memory allocations and
GC spikes.
Languages: C# (LINQ, Events/Delegates, Async/Await),
Procedural Generation: Developed an infinite level generator
Python (basic configs for ML). (ChunkSpawner) that dynamically recycles environment segments based on
Architecture & Patterns: OOP, SOLID Principles, the player's position, with automated enemy spawning tied to an animation
Dependency Injection (Zenject), MVC/MVP basics. curve for difficulty scaling.
AI & Machine Learning:Unity ML-Agents Asynchronous Programming: Utilized UniTask for efficient, non-blocking
delays, enemy behavior state machines (Seeking, Attacking), and automated
(Reinforcement Learning, PPO algorithm), Python pool returning routines.
(Environmental setup for ML), Neural Networks basics. UI/UX & Game Feel: Integrated DOTween for smooth, performant UI
Unity Ecosystem & Packages: transitions and hit feedback (PunchScale).
System: New Input System, ScriptableObjects Mobile Rendering Optimization: Configured URP settings for mobile
performance, utilizing Hard Shadows, Linear Fog blended with Solid Color
architecture.
background for seamless horizon rendering, and lightweight Post-Processing
Optimization: Addressables (Asset Management), Object (Global Volume with ACES Tonemapping, Bloom, and Vignette).
Pooling. Pet project
UI/VFX: UGUI, TextMeshPro, Particle System, Pet project (done)
DOTween 2dplatformer “Bimo run”заца
Tools: Cinemachine (Camera logic). First 2D platformer, that was created during the course. The cartoonish
Physics & Simulation: PhysX, Dynamic Water Physics 2, graphics and ordinary music immerse you in a childlike atmosphere where
Crest Ocean System. you want to explore every corner of the level.
Tools & Version Control: Implemented:
VCS: Git / GitHub . Developed moving mechanics and animating them
Created a game world from the asset elements
Art & Audio: Aseprite (Pixel Art & Animation),
Created menu controls (UI/UX)
Audacity/Reaper (Sound design basics)
Developed enemy and traps behaviour Worked for enemy and traps animatio
Maintenance of technical documentation Developed common damage system 2D level design
Worked with sound effects Customized the light, effects
Pet project (in progress)
3D Survival “Escape from the island”заца
Soft skills One day, a player in the form of a capsule crashed on a deserted island in his
Troubleshooting plane. He had to adapt, learn to defend himself from animals, catch fish with
his bare hands, and build fires using improvised means. The game immerses
Effective communication you in the atmosphere of the early versions of Minecraft, reminding you of the
Open for researching carefree days of childhood.
Fast Learner / Willingness to learn Implemented:
Created a game world from the asset elements
High level of flexibillity UI/UX elements which connected with player state system
Working with water physics
As useful: may help in medical Implementation of day/night cycle
insurance questions/argues Full based on new Input system (Controllers/Keyboard + mouse)
Working for AI and State Machine for NPCs
Ownership Working with physics (building/grinding/crafting)
Created full interactive inventory system
Working with shaders/particle system/cinemachine.
Object pooling on spawners.
Implementation of Save/Load system (JSON serialization).
Education
Taras Shevchenko NationalUniversityof Kyiv Pet project
Master’s degree in Medicine 2D Hyper casual Runner “Zombie
2018-2024 Destroyer”заца
A 3D zombie runner that implements the full range of games of this type. You
Shupyk National Healthcare University of immerse yourself in the atmosphere of the last hope in the form of a robot that,
Ukraine together with its prototypes, shoots hordes of the undead.
Implemented:
Surgery ordinator
2024-2025 Procedural generation of the world (infinity generation of chunks)
Created a game world from the asset elements
Created menu controls (UI/UX)
Developed diffrern enemies with different behaviour
Languages Buff/Debuff systems
Working with light, effects
English (B2) Working with fog customization
Using the player prefs for savings scores
Ukrainian (fluent) Sound designing
Pet project (in progress)
3d workbox “Worksheet”
Courses My personal development environment where I implement mechanics without
Unity Game Developer by Headlight being tied to the core. There, I add what I am learning and want to learn,
thereby progressing in both architectural and game design solutions.
school (2025-2026) Introducing to C# Implemented:
by Codecademy (2025) Advanced C# Inventory System: Built a MVP-based inventory using Object Pooling for UI
optimization (zero allocation during runtime).
by Codecademy (2025) Pixel Art Architecture: Integrated Dependency Injection (Zenject) to decouple systems
Fundamentals by GameDevTV (2025- and ensure modular, testable code structure.
Input Handling: Developed a character controller using Unity's New Input
2026) Pixel Art Characters (2025- System bridged via an event-driven approach.
2026) Pixel Art Environments by Pet project (in progress)
GameDevTV (2025-2026) 2D Action RPG Kharakternyk
A game that I would like to make the magnum opus of Ukrainian game
Ml-Agents by Unity Technologies development. Currently, I have developed the main core, a portfolio of concept
(2026) art, a storyline, and partially implemented game development documentation.
Implemented:
Wrote full dependency stack for game Wrote basic technical document for i
Hobbies Created character design Part-created world Design
P.S. I’m adding the copies of concepts, tech docs, dependency stack into
Making music Hicking
Playing games Collecting anime folder with the
name “ADS”.
Reading figurines
Pet project, done)
Core Gameplay Architecture Demo (D20
System)
Technologies: Unity 6, C#, Zenject (Dependency Injection), SOLID, JSON
Serialization, ScriptableObjects, Async/Awaitable API, Custom Physics
Manipulation, UI/UX.
Implemented:
Architected a highly modular system utilizing Zenject (Dependency Injection)
and SOLID principles, ensuring strict decoupling between game logic, data
layers, and UI components.
Developed a persistent data management system using JSON serialization and
data-driven ScriptableObjects to dynamically create, save, and load complex
character presets and game rules.
Implemented seamless asynchronous operations leveraging Unity 6's native
Awaitable API for optimized scene loading and UI state transitions without
blocking the main thread.
Engineered custom physics manipulation by decoupling physical Rigidbodies
from visual meshes, combining physics impulses with Lerp/Slerp interpolation
to guarantee 100% predictable outcomes while maintaining a realistic visual
simulation.
Designed scalable and dynamic UI layouts handling automatic list generation
and responsive elements using Unity uGUI and modern C# features (e.g.,
Pattern Matching).
Test Task/Pet project (done)
AUTONOMOUSBOAT SIMULATOR (ML-AGENTS)
A realistic physics-based simulation where an autonomous agent learns to navigat
dynamic water environments using Reinforcement Learning. The project focuses
on the intersection of complex hydrodynamics and AI decision-making.
Reinforcement Learning (AI): Integrated Unity ML-Agents and trained a neural
network using the PPO (Proximal Policy Optimization) algorithm. The agent learne to
balance speed, fuel efficiency, and obstacle avoidance in a volatile environmen
Advanced Hydrodynamics: Implemented realistic water physics using DWP2
(buoyancy, drag, lift force, planing) synchronized with Crest Ocean System waves.
Engineering & Optimization: Developed a custom "Bridge" for interaction between
physics and visual water systems. Implemented Object Pooling for dynamic
obstacles to ensure stable performance during training epochs. Tools &
Debugging: Created custom Python environments for training and C# debugging
tools (Gizmos, CSV logging) to analyze the agent's reward signals (Reward Function
Engineering).
Pet project (in progress)
FPV DRONE SIMULATOR (ML-AGENTS & HITL)
A highly realistic, physics-driven FPV drone simulator designed for MilTech
applications and pilot training. The project focuses on mathematically
accurate flight dynamics, modular component configuration, and seamless
integration with both physical RC controllers and AI agents.
Core Physics & Flight Dynamics: Developed a custom physics engine over Unity's
Rigidbody. Implemented realistic thrust calculations, aerodynamic drag models, and
a custom software PID controller mimicking real-world Betaflight stabilization logic.
Architecture & Modular Design: Utilized Dependency Injection (Zenject) to strictly
decouple flight logic from input systems. Created a Data-Driven constructor using
ScriptableObjects to define real-world drone specs (motors, batteries, frames),
dynamically calculating the Center of Mass and thrust-to-weight ratios.
Hardware Integration (HITL): Configured Unity's New Input System to process raw
HID data from professional RC transmitters (e.g., Radiomaster), enabling authentic
Hardware-in-the-Loop training.
ML-Agents Readiness: Designed a headless-ready architecture with an
interchangeable IInputProvider interface, allowing a seamless transition between
human pilots and Neural Networks for autonomous navigation and Reinforcement
Learning.
Unity Developer with a background in medicine, bringing
strong analytical skills and a methodical approach to
problem-solving. I focus on building scalable architectures
and optimizing game performance. While I have
experience creating complex physics-based simulations,
my primary goal is to apply strong engineering principles to
develop engaging and stable mechanics for PC and mobile
games
Tuytuynnik Danyil
Unity Developer
Contacts Experience
[
[
@taschenjude A dynamic 3D endless runner where the player controls an armed vehicle,
navigating through procedurally generated environments and destroying hordes
LinkedIn of zombies. The project is built with a strong emphasis on clean architecture,
mobile optimization, and juicy "game feel".
GitHub
Implemented:
Architecture & Core: Integrated Dependency Injection (Zenject) to decouple
systems and ensure a modular code structure. Built a global
GameStateController (Observer pattern) enabling seamless "Hot Restarts"
Hard skills
CoreDevelopment:
without scene reloading.
Optimization & Memory Management: Implemented a robust Object Pooling
GameEngines: Unity (2022/6LTS),2D& 3D system for enemies, visual effects (VFX), and UI elements (floating
Development, HDPR/URP. damage/coin text), completely eliminating runtime memory allocations and
GC spikes.
Languages: C# (LINQ, Events/Delegates, Async/Await),
Procedural Generation: Developed an infinite level generator
Python (basic configs for ML). (ChunkSpawner) that dynamically recycles environment segments based on
Architecture & Patterns: OOP, SOLID Principles, the player's position, with automated enemy spawning tied to an animation
Dependency Injection (Zenject), MVC/MVP basics. curve for difficulty scaling.
AI & Machine Learning:Unity ML-Agents Asynchronous Programming: Utilized UniTask for efficient, non-blocking
delays, enemy behavior state machines (Seeking, Attacking), and automated
(Reinforcement Learning, PPO algorithm), Python pool returning routines.
(Environmental setup for ML), Neural Networks basics. UI/UX & Game Feel: Integrated DOTween for smooth, performant UI
Unity Ecosystem & Packages: transitions and hit feedback (PunchScale).
System: New Input System, ScriptableObjects Mobile Rendering Optimization: Configured URP settings for mobile
performance, utilizing Hard Shadows, Linear Fog blended with Solid Color
architecture.
background for seamless horizon rendering, and lightweight Post-Processing
Optimization: Addressables (Asset Management), Object (Global Volume with ACES Tonemapping, Bloom, and Vignette).
Pooling. Pet project
UI/VFX: UGUI, TextMeshPro, Particle System, Pet project (done)
DOTween 2dplatformer “Bimo run”заца
Tools: Cinemachine (Camera logic). First 2D platformer, that was created during the course. The cartoonish
Physics & Simulation: PhysX, Dynamic Water Physics 2, graphics and ordinary music immerse you in a childlike atmosphere where
Crest Ocean System. you want to explore every corner of the level.
Tools & Version Control: Implemented:
VCS: Git / GitHub . Developed moving mechanics and animating them
Created a game world from the asset elements
Art & Audio: Aseprite (Pixel Art & Animation),
Created menu controls (UI/UX)
Audacity/Reaper (Sound design basics)
Developed enemy and traps behaviour Worked for enemy and traps animatio
Maintenance of technical documentation Developed common damage system 2D level design
Worked with sound effects Customized the light, effects
Pet project (in progress)
3D Survival “Escape from the island”заца
Soft skills One day, a player in the form of a capsule crashed on a deserted island in his
Troubleshooting plane. He had to adapt, learn to defend himself from animals, catch fish with
his bare hands, and build fires using improvised means. The game immerses
Effective communication you in the atmosphere of the early versions of Minecraft, reminding you of the
Open for researching carefree days of childhood.
Fast Learner / Willingness to learn Implemented:
Created a game world from the asset elements
High level of flexibillity UI/UX elements which connected with player state system
Working with water physics
As useful: may help in medical Implementation of day/night cycle
insurance questions/argues Full based on new Input system (Controllers/Keyboard + mouse)
Working for AI and State Machine for NPCs
Ownership Working with physics (building/grinding/crafting)
Created full interactive inventory system
Working with shaders/particle system/cinemachine.
Object pooling on spawners.
Implementation of Save/Load system (JSON serialization).
Education
Taras Shevchenko NationalUniversityof Kyiv Pet project
Master’s degree in Medicine 2D Hyper casual Runner “Zombie
2018-2024 Destroyer”заца
A 3D zombie runner that implements the full range of games of this type. You
Shupyk National Healthcare University of immerse yourself in the atmosphere of the last hope in the form of a robot that,
Ukraine together with its prototypes, shoots hordes of the undead.
Implemented:
Surgery ordinator
2024-2025 Procedural generation of the world (infinity generation of chunks)
Created a game world from the asset elements
Created menu controls (UI/UX)
Developed diffrern enemies with different behaviour
Languages Buff/Debuff systems
Working with light, effects
English (B2) Working with fog customization
Using the player prefs for savings scores
Ukrainian (fluent) Sound designing
Pet project (in progress)
3d workbox “Worksheet”
Courses My personal development environment where I implement mechanics without
Unity Game Developer by Headlight being tied to the core. There, I add what I am learning and want to learn,
thereby progressing in both architectural and game design solutions.
school (2025-2026) Introducing to C# Implemented:
by Codecademy (2025) Advanced C# Inventory System: Built a MVP-based inventory using Object Pooling for UI
optimization (zero allocation during runtime).
by Codecademy (2025) Pixel Art Architecture: Integrated Dependency Injection (Zenject) to decouple systems
Fundamentals by GameDevTV (2025- and ensure modular, testable code structure.
Input Handling: Developed a character controller using Unity's New Input
2026) Pixel Art Characters (2025- System bridged via an event-driven approach.
2026) Pixel Art Environments by Pet project (in progress)
GameDevTV (2025-2026) 2D Action RPG Kharakternyk
A game that I would like to make the magnum opus of Ukrainian game
Ml-Agents by Unity Technologies development. Currently, I have developed the main core, a portfolio of concept
(2026) art, a storyline, and partially implemented game development documentation.
Implemented:
Wrote full dependency stack for game Wrote basic technical document for i
Hobbies Created character design Part-created world Design
P.S. I’m adding the copies of concepts, tech docs, dependency stack into
Making music Hicking
Playing games Collecting anime folder with the
name “ADS”.
Reading figurines
Pet project, done)
Core Gameplay Architecture Demo (D20
System)
Technologies: Unity 6, C#, Zenject (Dependency Injection), SOLID, JSON
Serialization, ScriptableObjects, Async/Awaitable API, Custom Physics
Manipulation, UI/UX.
Implemented:
Architected a highly modular system utilizing Zenject (Dependency Injection)
and SOLID principles, ensuring strict decoupling between game logic, data
layers, and UI components.
Developed a persistent data management system using JSON serialization and
data-driven ScriptableObjects to dynamically create, save, and load complex
character presets and game rules.
Implemented seamless asynchronous operations leveraging Unity 6's native
Awaitable API for optimized scene loading and UI state transitions without
blocking the main thread.
Engineered custom physics manipulation by decoupling physical Rigidbodies
from visual meshes, combining physics impulses with Lerp/Slerp interpolation
to guarantee 100% predictable outcomes while maintaining a realistic visual
simulation.
Designed scalable and dynamic UI layouts handling automatic list generation
and responsive elements using Unity uGUI and modern C# features (e.g.,
Pattern Matching).
Test Task/Pet project (done)
AUTONOMOUSBOAT SIMULATOR (ML-AGENTS)
A realistic physics-based simulation where an autonomous agent learns to navigat
dynamic water environments using Reinforcement Learning. The project focuses
on the intersection of complex hydrodynamics and AI decision-making.
Reinforcement Learning (AI): Integrated Unity ML-Agents and trained a neural
network using the PPO (Proximal Policy Optimization) algorithm. The agent learne to
balance speed, fuel efficiency, and obstacle avoidance in a volatile environmen
Advanced Hydrodynamics: Implemented realistic water physics using DWP2
(buoyancy, drag, lift force, planing) synchronized with Crest Ocean System waves.
Engineering & Optimization: Developed a custom "Bridge" for interaction between
physics and visual water systems. Implemented Object Pooling for dynamic
obstacles to ensure stable performance during training epochs. Tools &
Debugging: Created custom Python environments for training and C# debugging
tools (Gizmos, CSV logging) to analyze the agent's reward signals (Reward Function
Engineering).
Pet project (in progress)
FPV DRONE SIMULATOR (ML-AGENTS & HITL)
A highly realistic, physics-driven FPV drone simulator designed for MilTech
applications and pilot training. The project focuses on mathematically
accurate flight dynamics, modular component configuration, and seamless
integration with both physical RC controllers and AI agents.
Core Physics & Flight Dynamics: Developed a custom physics engine over Unity's
Rigidbody. Implemented realistic thrust calculations, aerodynamic drag models, and
a custom software PID controller mimicking real-world Betaflight stabilization logic.
Architecture & Modular Design: Utilized Dependency Injection (Zenject) to strictly
decouple flight logic from input systems. Created a Data-Driven constructor using
ScriptableObjects to define real-world drone specs (motors, batteries, frames),
dynamically calculating the Center of Mass and thrust-to-weight ratios.
Hardware Integration (HITL): Configured Unity's New Input System to process raw
HID data from professional RC transmitters (e.g., Radiomaster), enabling authentic
Hardware-in-the-Loop training.
ML-Agents Readiness: Designed a headless-ready architecture with an
interchangeable IInputProvider interface, allowing a seamless transition between
human pilots and Neural Networks for autonomous navigation and Reinforcement
Learning.
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