Ukraine's #1 job service
Андрій
Game developer
- Age:
- 26 years
- City:
- Poltava
Contact information
The job seeker has provided: Phone numberMessenger
Name, contacts and photo are only available to registered employers. To access the candidates' personal information, log in as an employer or sign up.
You can get this candidate's contact information from https://www.work.ua/resumes/20279863/
Uploaded file
The file contains 3 more pages.
Quick view versionThis resume is posted as a file. The quick view option may be worse than the original resume.
Andrii Dibrova
Unity Developer · Gameplay, UI & Systems
Poltava, Ukraine | Open to remote (EU / US hours) | [open contact info ](look above in the "contact info" section)
[open contact info ](look above in the "contact info" section) | LinkedIn | SpacePine on Steam | itch.io
3+ 5 4,000+ 50+
years in Unity released titles players reached students taught
PROFILE
3+ years building in Unity and C#, with five commercial titles released, all shipped since September 2025.
Built every one solo, end to end - planning, gameplay, UI, animation, QA and store release. Own every
system from architecture through to live build: event-driven code, state machines, ScriptableObject
content pipelines, DOTween animation, and profiling that holds frame stability on mobile and PC. Use AI
tooling as a standard production step. Also teach game development at GoIT, where 50+ students have
reached a published build.
EXPERIENCE
Unity Developer 2023 - Present
SpacePine Development - independent studio
Built and released five commercial titles solo, all shipped since September 2025, owning every stage from planning
and architecture through QA, store release and post-launch support. Combined audience of 4,000+ players.
Shipped five distinct product types - action roguelike, crafting simulation, match-3 puzzle, adult narrative and a
Windows desktop companion - each with its own progression, economy and save architecture.
Run the full pipeline on every title: scoping and milestone planning, feature specification, implementation, QA and
release testing, Steam build certification, then patching against live player feedback.
Use AI tooling as a standard production step - coding agents for system scaffolding and refactors, AI-generated art
pipelines shipped in released titles - while keeping architecture decisions and code review under manual control.
Built the shared foundation reused across every project: a typed event bus, UI state machines, ScriptableObject
configuration, bootstrapper-wired dependency injection, Init() / Cleanup() lifecycles, and a DOTween animation
layer covering UI transitions, character and effect work with sequencing that avoids tween race conditions.
Implemented Mirror networking over the FizzyFacepunch Steam transport with Steam-hosted lobbies, and solved a
SyncDictionary race condition where delta messages arrived before NetworkIdentity spawn completed, using
async UniTask polling.
Profile and optimize CPU, GC allocation and memory across mobile and PC builds; shipped a Windows desktop
application that runs outside a conventional game window through direct WinAPI control, with sprite-accurate sizing
and drag handling.
Game Development Instructor 2025 - Present
GoIT
Teach Unity and C# game development to 50+ students across beginner and advanced tracks, covering gameplay
programming, project architecture, UI implementation and build pipelines.
Review student code and debug their projects live, explaining architectural trade-offs rather than only supplying fixes,
and designed the assignments that take them from core Unity concepts to a published build.
Andrii Dibrova - Unity Developer Page 1 of 7
EXPERIENCE (CONT.) & SKILLS Andrii Dibrova · Unity Developer
Technical Support Specialist - Software 2019 - 2024
Diagnosed and resolved software issues for end users, installed and configured systems, and produced technical
documentation.
TECHNICAL SKILLS
Unity & C# C# - OOP, SOLID, generics, events & delegates, async/await, UniTask, coroutines, LINQ · Unity 2D
& 3D, ScriptableObjects, Addressables, Animator & animation events, Input System, particle
systems, Audio Mixer, custom shaders
Gameplay Character controllers, combat & abilities, enemy AI and wave spawning, quest systems,
branching dialogue & narrative routes, inventory, crafting, economy & progression, procedural
generation
UI UGUI & UI Toolkit, DOTween, UI state machines, canvas optimization, overlay layering, raycast
handling, localization with runtime language switching
Animation DOTween - UI, character and effect animation, sequencing, easing curves and tween lifecycle
management; sprite bone rigging & 2D skeletal animation, layered 2D character setups, sprite
swapping, Animator state machines
Networking Mirror - client-server, SyncVars, SyncDictionary, spawn lifecycle; FizzyFacepunch transport;
Steamworks.NET - lobbies, matchmaking, avatars, achievements, Cloud saves
Architecture Event-driven design (event bus / observer), finite state machines, data-driven configuration,
bootstrapper-wired dependencies, explicit Init/Cleanup lifecycles, object pooling, custom JSON
save/load
Optimization Unity Profiler, GC & allocation reduction, update-loop optimization, memory-safe asset handling,
large-number arithmetic for idle progression, mobile frame stability
AI tooling AI coding agents integrated into daily development, AI-assisted prototyping and system
scaffolding, AI-generated art asset pipelines shipped in released titles, prompt-driven content
iteration
Process Project planning & milestone scoping, feature specification, full development pipeline ownership,
QA & release testing, Steam store submission and build certification, post-launch patching and
player feedback loops
Tools & platforms Git, Rider, VS Code, custom Unity editor tools & level editors, Steamworks SDK, itch.io publishing ·
PC (Steam), Android & iOS, Windows desktop (WinAPI) · Photoshop, Krita, sprite & texture editing
EDUCATION & LANGUAGES
Bachelor of Computer Science Yuriy Kondratyuk Poltava Polytechnic, Ukraine 2017 - 2021
Languages English (fluent) · Ukrainian (native) · Russian (native)
Andrii Dibrova - Unity Developer Page 2 of 7
PART II
Portfolio
Five commercial products on sale, five more in active development, and a set of
prototypes and internal tools. Designed and wrote every system listed here.
01 Released products 5 titles · pages 4-5
02 In development 5 projects · pages 6-7
03 Prototypes & tooling 4 projects · page 7
RELEASED TITLES AT A GLANCE
TITLE GENRE PLATFORM RELEASED
Match: Isekai Journey Match-3 puzzle Steam (PC) Sep 2026
Lustful Beauties: Forbidden Pleasures 18+ Adult narrative Steam (PC) 2026
Godcraft Simulator Crafting / idle simulation Steam (PC), mobile Mar 2026
Desktop Companion: Alt Girl 18+ Windows desktop application itch.io 2026
They won't get our eggs! 3D action roguelike Steam (PC) Sep 2025
Architecture walkthroughs and code samples available on request.
Andrii Dibrova - Portfolio Page 3 of 7
01 · RELEASED PRODUCTS Andrii Dibrova · Unity Developer
Match: Isekai Journey Released Sep 2026
Steam · PC · $9.99
Match-3 puzzle game with an isekai narrative frame - 30 hand-built levels with a turn limit, an NPC interaction
mechanic and 37+ Steam achievements. Built solo.
Match-3 board logic with turn budgeting, cascade resolution and per-level win conditions across 30 authored
levels.
UI state machine driving pause, popup and level-result flow, with a centralized DOTween panel hub using a
single-sequence approach to eliminate tween race conditions.
Score and feedback system with pooled arc-flight score popups and character reaction animation.
ScriptableObject-based localization with a Dictionary<UIState, string> label map, reusing existing UI
enums rather than introducing a parallel key set.
Settings persistence, save/load, and full Steamworks integration covering 37+ achievements.
Unity 2D C# DOTween ScriptableObjects UI state machine Object pooling Steamworks.NET
Localization
Godcraft Simulator Released Mar 2026
Steam · PC + mobile · $6.99
Crafting and idle simulation where the player shapes a world by combining elements to discover new ones. Built
solo, cross-platform, for long progression sessions.
Data-driven element-combination system with an expandable recipe database - new content is authored as
data without touching gameplay code.
Dual-currency economy with balanced reward scaling and a faith-based progression layer tuned for extended
sessions.
Modular quest system with configurable objectives and reward distribution tracked across sessions.
Custom large-number arithmetic layer so progression values stay precise and cheap well past float range.
Mobile performance pass: optimized update loops, reduced runtime allocations and memory-conscious data-
driven logic for stable frame times.
Unity C# Cross-platform Data-driven design Economy & balancing BigNumber math
Profiler / GC Steamworks.NET
Andrii Dibrova - Portfolio Page 4 of 7
01 · RELEASED PRODUCTS (CONT.) Andrii Dibrova · Unity Developer
They won't get our eggs! Released Sep 2025
Steam · PC · $3.99
3D action roguelike - a dragon defends its nest against procedurally generated enemy waves. 24 Steam
achievements and Steam Cloud saves. Built solo.
Player controller and fire-attack combat with an ability and upgrade progression tree driven by gold earned
from boss kills.
Procedural enemy wave generation with escalating difficulty, plus boss encounter logic.
Custom JSON save/load system for run state and meta-progression, with Steam Cloud synchronization.
Complete UI flow and 24 Steam achievements via Steamworks.NET; released, patched and supported solo.
Unity 3D C# Procedural generation Enemy AI JSON save/load Steam Cloud Steamworks.NET
Desktop Companion: Alt Girl 18+ Released 2026
itch.io · Windows · $2.00
Commercial Windows desktop application - an interactive animated companion that lives on the user's desktop
outside a conventional game window. Built solo.
Native window architecture: abandoned a fullscreen transparent overlay in favour of sizing the actual OS
window to the sprite's pixel dimensions and dragging it through WinAPI MoveWindow calls - a substantially
cheaper and better-behaved approach.
Sprite bone animation and layered 2D character setup with runtime scaling, plus a zoom-aware bounding-box
solution after tracing a UI clipping bug to an implicit divide by the anchor's local scale.
Event-driven architecture with explicit Init() / Cleanup() lifecycle pairs and OnDestroy fallbacks across all
shared components.
Embedded roulette mini-game with its own betting economy, audio tick handling across angle wraparound,
and slider boundary validation.
Audio routing through the Audio Mixer, settings persistence, and localization with a dynamic language
dropdown and runtime switching.
Unity C# WinAPI interop Transparent native window Sprite bones Event bus Audio Mixer
Localization
Lustful Beauties: Forbidden Pleasures 18+ Released 2026
Steam · PC
Commercial adult narrative title, built and released solo - branching story logic, UI, content pipeline, save
system and store release.
Unity C# Branching narrative UI systems Content pipeline Save/load
Andrii Dibrova - Portfolio Page 5 of 7
02 · IN DEVELOPMENT 5 active projects
Co-op multiplayer shooter Unity · Mirror
Networked co-operative extraction shooter with procedurally assembled loot environments.
Procedural loot-room system: a room manager performing weighted-random item selection within a spawn
budget, marker-based spawn positions and ScriptableObject room configuration.
Networked interactables including trigger-zone card readers and condition-gated doors with a permanent-
open mode guarded at the animation-target level.
Resolved a SyncDictionary race condition in player attachment sync, where delta messages arrived before
NetworkIdentity spawn completed, using async UniTask polling.
Mirror UniTask SyncDictionary Procedural generation ScriptableObjects
PvP basketball Unity · Mirror · FizzyFacepunch
Real-time player-versus-player sports game with Steam-hosted matches.
Mirror networking over the FizzyFacepunch transport, running match traffic through Steam's peer-to-peer
layer rather than a dedicated server.
Steam lobby creation and join flow via Steamworks, letting players host and invite directly from the client.
Mirror FizzyFacepunch Steamworks.NET Steam lobbies PvP netcode
3D autobattler Unity 3D
Survivor-style action game in the vein of Vampire Survivors, extended with hireable units that fight alongside
the player.
Wave-based survivor combat loop with automatic attack resolution and scaling enemy pressure.
Unit hiring and allied AI layer - recruited units fight independently on the player's side, which is the mechanic
that separates it from the genre baseline.
Unity 3D C# Ally AI Wave systems Object pooling
Andrii Dibrova - Portfolio Page 6 of 7
02 · IN DEVELOPMENT (CONT.) Andrii Dibrova · Unity Developer
First-person builder tycoon Unity 3D
First-person construction and management game with freeform placement and incremental progression.
Freeform (non-grid) building placement system with first-person camera control.
Incremental economy and progression layer driving unlocks and expansion.
Serialization of full player-built structure state to JSON, restored on load.
Unity 3D Freeform placement Incremental economy JSON serialization
Adult visual novel 18+ Unity 3D
Branching 3D narrative game with choice-driven story routes and an unlockable scene gallery.
Stage-based 3D location system - pre-built location GameObjects enabled and disabled behind a transition
overlay rather than instantiated at runtime, keeping load cost flat.
Dialogue and animated-scene state machine with in-scene state switching during playback.
Unlockable gallery with persistent progression, gated by story progress and player choices.
Custom real-time liquid shader for surface effects.
Unity 3D Custom shaders Branching narrative State machines Save/load
03 · PROTOTYPES & TOOLING
PROJECT SYSTEMS
3D tycoon prototype Building placement system, multi-currency economy, external API integration and custom
Built to an external brief - JSON save/load, delivered to spec.
MidnightWorks
Mobile crossword Custom in-editor level design tool for manual grid construction, multi-language word
database, configurable grid parameters and automatic fill of remaining cells.
Procedural runner-clicker Hybrid runner/clicker with custom large-value numeric handling and allocation-
minimizing update loops for uninterrupted extended sessions.
Dialogue system Branching dialogue driven entirely by ScriptableObject data, with route and condition
handling.
Andrii Dibrova · [open contact info ](look above in the "contact info" section) · [open contact info ](look above in the "contact info" section) Page 7 of 7
Unity Developer · Gameplay, UI & Systems
Poltava, Ukraine | Open to remote (EU / US hours) | [
[
3+ 5 4,000+ 50+
years in Unity released titles players reached students taught
PROFILE
3+ years building in Unity and C#, with five commercial titles released, all shipped since September 2025.
Built every one solo, end to end - planning, gameplay, UI, animation, QA and store release. Own every
system from architecture through to live build: event-driven code, state machines, ScriptableObject
content pipelines, DOTween animation, and profiling that holds frame stability on mobile and PC. Use AI
tooling as a standard production step. Also teach game development at GoIT, where 50+ students have
reached a published build.
EXPERIENCE
Unity Developer 2023 - Present
SpacePine Development - independent studio
Built and released five commercial titles solo, all shipped since September 2025, owning every stage from planning
and architecture through QA, store release and post-launch support. Combined audience of 4,000+ players.
Shipped five distinct product types - action roguelike, crafting simulation, match-3 puzzle, adult narrative and a
Windows desktop companion - each with its own progression, economy and save architecture.
Run the full pipeline on every title: scoping and milestone planning, feature specification, implementation, QA and
release testing, Steam build certification, then patching against live player feedback.
Use AI tooling as a standard production step - coding agents for system scaffolding and refactors, AI-generated art
pipelines shipped in released titles - while keeping architecture decisions and code review under manual control.
Built the shared foundation reused across every project: a typed event bus, UI state machines, ScriptableObject
configuration, bootstrapper-wired dependency injection, Init() / Cleanup() lifecycles, and a DOTween animation
layer covering UI transitions, character and effect work with sequencing that avoids tween race conditions.
Implemented Mirror networking over the FizzyFacepunch Steam transport with Steam-hosted lobbies, and solved a
SyncDictionary race condition where delta messages arrived before NetworkIdentity spawn completed, using
async UniTask polling.
Profile and optimize CPU, GC allocation and memory across mobile and PC builds; shipped a Windows desktop
application that runs outside a conventional game window through direct WinAPI control, with sprite-accurate sizing
and drag handling.
Game Development Instructor 2025 - Present
GoIT
Teach Unity and C# game development to 50+ students across beginner and advanced tracks, covering gameplay
programming, project architecture, UI implementation and build pipelines.
Review student code and debug their projects live, explaining architectural trade-offs rather than only supplying fixes,
and designed the assignments that take them from core Unity concepts to a published build.
Andrii Dibrova - Unity Developer Page 1 of 7
EXPERIENCE (CONT.) & SKILLS Andrii Dibrova · Unity Developer
Technical Support Specialist - Software 2019 - 2024
Diagnosed and resolved software issues for end users, installed and configured systems, and produced technical
documentation.
TECHNICAL SKILLS
Unity & C# C# - OOP, SOLID, generics, events & delegates, async/await, UniTask, coroutines, LINQ · Unity 2D
& 3D, ScriptableObjects, Addressables, Animator & animation events, Input System, particle
systems, Audio Mixer, custom shaders
Gameplay Character controllers, combat & abilities, enemy AI and wave spawning, quest systems,
branching dialogue & narrative routes, inventory, crafting, economy & progression, procedural
generation
UI UGUI & UI Toolkit, DOTween, UI state machines, canvas optimization, overlay layering, raycast
handling, localization with runtime language switching
Animation DOTween - UI, character and effect animation, sequencing, easing curves and tween lifecycle
management; sprite bone rigging & 2D skeletal animation, layered 2D character setups, sprite
swapping, Animator state machines
Networking Mirror - client-server, SyncVars, SyncDictionary, spawn lifecycle; FizzyFacepunch transport;
Steamworks.NET - lobbies, matchmaking, avatars, achievements, Cloud saves
Architecture Event-driven design (event bus / observer), finite state machines, data-driven configuration,
bootstrapper-wired dependencies, explicit Init/Cleanup lifecycles, object pooling, custom JSON
save/load
Optimization Unity Profiler, GC & allocation reduction, update-loop optimization, memory-safe asset handling,
large-number arithmetic for idle progression, mobile frame stability
AI tooling AI coding agents integrated into daily development, AI-assisted prototyping and system
scaffolding, AI-generated art asset pipelines shipped in released titles, prompt-driven content
iteration
Process Project planning & milestone scoping, feature specification, full development pipeline ownership,
QA & release testing, Steam store submission and build certification, post-launch patching and
player feedback loops
Tools & platforms Git, Rider, VS Code, custom Unity editor tools & level editors, Steamworks SDK, itch.io publishing ·
PC (Steam), Android & iOS, Windows desktop (WinAPI) · Photoshop, Krita, sprite & texture editing
EDUCATION & LANGUAGES
Bachelor of Computer Science Yuriy Kondratyuk Poltava Polytechnic, Ukraine 2017 - 2021
Languages English (fluent) · Ukrainian (native) · Russian (native)
Andrii Dibrova - Unity Developer Page 2 of 7
PART II
Portfolio
Five commercial products on sale, five more in active development, and a set of
prototypes and internal tools. Designed and wrote every system listed here.
01 Released products 5 titles · pages 4-5
02 In development 5 projects · pages 6-7
03 Prototypes & tooling 4 projects · page 7
RELEASED TITLES AT A GLANCE
TITLE GENRE PLATFORM RELEASED
Match: Isekai Journey Match-3 puzzle Steam (PC) Sep 2026
Lustful Beauties: Forbidden Pleasures 18+ Adult narrative Steam (PC) 2026
Godcraft Simulator Crafting / idle simulation Steam (PC), mobile Mar 2026
Desktop Companion: Alt Girl 18+ Windows desktop application itch.io 2026
They won't get our eggs! 3D action roguelike Steam (PC) Sep 2025
Architecture walkthroughs and code samples available on request.
Andrii Dibrova - Portfolio Page 3 of 7
01 · RELEASED PRODUCTS Andrii Dibrova · Unity Developer
Match: Isekai Journey Released Sep 2026
Steam · PC · $9.99
Match-3 puzzle game with an isekai narrative frame - 30 hand-built levels with a turn limit, an NPC interaction
mechanic and 37+ Steam achievements. Built solo.
Match-3 board logic with turn budgeting, cascade resolution and per-level win conditions across 30 authored
levels.
UI state machine driving pause, popup and level-result flow, with a centralized DOTween panel hub using a
single-sequence approach to eliminate tween race conditions.
Score and feedback system with pooled arc-flight score popups and character reaction animation.
ScriptableObject-based localization with a Dictionary<UIState, string> label map, reusing existing UI
enums rather than introducing a parallel key set.
Settings persistence, save/load, and full Steamworks integration covering 37+ achievements.
Unity 2D C# DOTween ScriptableObjects UI state machine Object pooling Steamworks.NET
Localization
Godcraft Simulator Released Mar 2026
Steam · PC + mobile · $6.99
Crafting and idle simulation where the player shapes a world by combining elements to discover new ones. Built
solo, cross-platform, for long progression sessions.
Data-driven element-combination system with an expandable recipe database - new content is authored as
data without touching gameplay code.
Dual-currency economy with balanced reward scaling and a faith-based progression layer tuned for extended
sessions.
Modular quest system with configurable objectives and reward distribution tracked across sessions.
Custom large-number arithmetic layer so progression values stay precise and cheap well past float range.
Mobile performance pass: optimized update loops, reduced runtime allocations and memory-conscious data-
driven logic for stable frame times.
Unity C# Cross-platform Data-driven design Economy & balancing BigNumber math
Profiler / GC Steamworks.NET
Andrii Dibrova - Portfolio Page 4 of 7
01 · RELEASED PRODUCTS (CONT.) Andrii Dibrova · Unity Developer
They won't get our eggs! Released Sep 2025
Steam · PC · $3.99
3D action roguelike - a dragon defends its nest against procedurally generated enemy waves. 24 Steam
achievements and Steam Cloud saves. Built solo.
Player controller and fire-attack combat with an ability and upgrade progression tree driven by gold earned
from boss kills.
Procedural enemy wave generation with escalating difficulty, plus boss encounter logic.
Custom JSON save/load system for run state and meta-progression, with Steam Cloud synchronization.
Complete UI flow and 24 Steam achievements via Steamworks.NET; released, patched and supported solo.
Unity 3D C# Procedural generation Enemy AI JSON save/load Steam Cloud Steamworks.NET
Desktop Companion: Alt Girl 18+ Released 2026
itch.io · Windows · $2.00
Commercial Windows desktop application - an interactive animated companion that lives on the user's desktop
outside a conventional game window. Built solo.
Native window architecture: abandoned a fullscreen transparent overlay in favour of sizing the actual OS
window to the sprite's pixel dimensions and dragging it through WinAPI MoveWindow calls - a substantially
cheaper and better-behaved approach.
Sprite bone animation and layered 2D character setup with runtime scaling, plus a zoom-aware bounding-box
solution after tracing a UI clipping bug to an implicit divide by the anchor's local scale.
Event-driven architecture with explicit Init() / Cleanup() lifecycle pairs and OnDestroy fallbacks across all
shared components.
Embedded roulette mini-game with its own betting economy, audio tick handling across angle wraparound,
and slider boundary validation.
Audio routing through the Audio Mixer, settings persistence, and localization with a dynamic language
dropdown and runtime switching.
Unity C# WinAPI interop Transparent native window Sprite bones Event bus Audio Mixer
Localization
Lustful Beauties: Forbidden Pleasures 18+ Released 2026
Steam · PC
Commercial adult narrative title, built and released solo - branching story logic, UI, content pipeline, save
system and store release.
Unity C# Branching narrative UI systems Content pipeline Save/load
Andrii Dibrova - Portfolio Page 5 of 7
02 · IN DEVELOPMENT 5 active projects
Co-op multiplayer shooter Unity · Mirror
Networked co-operative extraction shooter with procedurally assembled loot environments.
Procedural loot-room system: a room manager performing weighted-random item selection within a spawn
budget, marker-based spawn positions and ScriptableObject room configuration.
Networked interactables including trigger-zone card readers and condition-gated doors with a permanent-
open mode guarded at the animation-target level.
Resolved a SyncDictionary race condition in player attachment sync, where delta messages arrived before
NetworkIdentity spawn completed, using async UniTask polling.
Mirror UniTask SyncDictionary Procedural generation ScriptableObjects
PvP basketball Unity · Mirror · FizzyFacepunch
Real-time player-versus-player sports game with Steam-hosted matches.
Mirror networking over the FizzyFacepunch transport, running match traffic through Steam's peer-to-peer
layer rather than a dedicated server.
Steam lobby creation and join flow via Steamworks, letting players host and invite directly from the client.
Mirror FizzyFacepunch Steamworks.NET Steam lobbies PvP netcode
3D autobattler Unity 3D
Survivor-style action game in the vein of Vampire Survivors, extended with hireable units that fight alongside
the player.
Wave-based survivor combat loop with automatic attack resolution and scaling enemy pressure.
Unit hiring and allied AI layer - recruited units fight independently on the player's side, which is the mechanic
that separates it from the genre baseline.
Unity 3D C# Ally AI Wave systems Object pooling
Andrii Dibrova - Portfolio Page 6 of 7
02 · IN DEVELOPMENT (CONT.) Andrii Dibrova · Unity Developer
First-person builder tycoon Unity 3D
First-person construction and management game with freeform placement and incremental progression.
Freeform (non-grid) building placement system with first-person camera control.
Incremental economy and progression layer driving unlocks and expansion.
Serialization of full player-built structure state to JSON, restored on load.
Unity 3D Freeform placement Incremental economy JSON serialization
Adult visual novel 18+ Unity 3D
Branching 3D narrative game with choice-driven story routes and an unlockable scene gallery.
Stage-based 3D location system - pre-built location GameObjects enabled and disabled behind a transition
overlay rather than instantiated at runtime, keeping load cost flat.
Dialogue and animated-scene state machine with in-scene state switching during playback.
Unlockable gallery with persistent progression, gated by story progress and player choices.
Custom real-time liquid shader for surface effects.
Unity 3D Custom shaders Branching narrative State machines Save/load
03 · PROTOTYPES & TOOLING
PROJECT SYSTEMS
3D tycoon prototype Building placement system, multi-currency economy, external API integration and custom
Built to an external brief - JSON save/load, delivered to spec.
MidnightWorks
Mobile crossword Custom in-editor level design tool for manual grid construction, multi-language word
database, configurable grid parameters and automatic fill of remaining cells.
Procedural runner-clicker Hybrid runner/clicker with custom large-value numeric handling and allocation-
minimizing update loops for uninterrupted extended sessions.
Dialogue system Branching dialogue driven entirely by ScriptableObject data, with route and condition
handling.
Andrii Dibrova · [
Similar candidates
-
Game developer
Poltava, Remote -
Разработчик игр
Poltava, Remote -
Разработчик игр
Poltava, Remote