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Renat
Разработчик мобильных приложений
- Considering positions:
- Разработчик мобильных приложений, Unity developer, C# програміст
- City of residence:
- Kyiv
- Ready to work:
- Remote
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Renat Vasetskyi
Senior Unity Engineer | Mobile Games | Gameplay, UI, Architecture, Performance
[open contact info ](look above in the "contact info" section) · [open contact info ](look above in the "contact info" section) · Warsaw, Poland / Remote
GitHub
SUMMARY
Senior Unity Engineer / Team Lead with 6+ years building and shipping iOS/Android games with Unity and C#. Started at Alpha Dog
Games on Mighty DOOM, then spent four years across casual, hyper-casual and long-running live products. Strong in gameplay,
mobile UI, architecture, performance optimisation, analytics, monetization, SDK integrations and release delivery. Comfortable both as
a hands-on engineer and leading a team, working closely with product, design, analytics, QA and marketing.
SKILLS
Core: Unity · C# · Mobile Games · iOS · Android · 2D/3D Gameplay · Product Development · Release Delivery
Gameplay & UI: Roguelite Shooters · Runners · Puzzle · Match-3 · Sports · Billiards · Unity UI · HUDs · Popups · Scroll Views · Game Feel
Architecture: SOLID · Design Patterns · Zenject · State Machine · ECS (Entitas) · Object Pooling · Modular Services
Product Systems: Analytics · A/B Testing · Remote Config · LiveOps Support · Monetization · IAP · Ads · Push Notifications
Mobile Performance: Addressables · Unity Package Manager · Profiler · Draw Calls · Memory · Load Times · URP · Batching
SDK & Publishing: Firebase · AppsFlyer · OneSignal · Unity Ads · AdMob · App Store · Google Play · CI/CD
Testing: Unit Tests · NUnit · NSubstitute · Unity Test Framework
Workflow: Git · GitFlow · Jira · Figma · Rider · Code Reviews · Technical Documentation · Claude · Cursor AI · Codex
EXPERIENCE
Senior Unity Developer / Team Lead | Boosta 03/2025 - 06/2026
iOS / Android · Remote
- Worked 70% hands-on coding and 30% leadership across match-3, puzzle, runner and casual 2D/3D mobile products, including
production support
- Led and built a 4-person Unity team: task planning, code reviews, mentoring, onboarding, 1-on-1s, technical interviews, test-task
reviews and technical documentation
- Designed scalable architecture with Zenject, state machines, SOLID, reusable Unity packages and modules, Addressables,
Firebase, A/B testing, CI/CD and unit testing with NUnit/NSubstitute
- Introduced AI-assisted workflows, custom agents and refactoring tools, and trained developers on them to cut repetitive work and
speed up prototypes
- Handled App Store and Google Play delivery, production support and fast resolution of code, architecture and workflow issues
Unity Developer | Braza 01/2024 - 02/2025
iOS / Android · Remote
- Developed and released multiple 2D/3D casual and hyper-casual mobile games, from architecture and gameplay through to App
Store and Google Play delivery
- Built product-ready gameplay, UI, animation, economy, progression, shop, rewards, tutorial, analytics, ads and IAP systems across
short-cycle productions
- Integrated Addressables for memory control, asset loading and unloading, content lifecycle management and remote-config-driven
content workflows
- Implemented Photon multiplayer flows: rooms, friend matches, connection logic and gameplay synchronisation
- Created scalable architecture with SOLID, state machines, reusable services, initialisation flows, Zenject, UniTask and async/await
Unity Developer | Leads Do It 06/2022 - 01/2024
iOS / Android · Remote
- Developed multiple 2D/3D casual and hyper-casual mobile games end-to-end within short production cycles, owning architecture,
gameplay, UI, animation and store-ready implementation
- Built sports and billiards systems: tennis and football AI opponents with difficulty levels, 8 Ball Pool-style aiming trajectory, ricochet
preview, power control, ball physics and object pooling
- Integrated economy, shop, rewards, tutorials, analytics, Unity Ads, AdMob, Google/Apple IAP, Firebase, OneSignal and AppsFlyer
for product-ready releases
- Created clean architecture from scratch with SOLID principles, state machines, reusable services, data storage and maintainable
initialisation flows
Unity Developer | Alpha Dog Games 02/2020 - 06/2022
Mighty DOOM · iOS / Android · Remote
- Gameplay and UI developer on Mighty DOOM, a free-to-play roguelite shooter on the DOOM IP, in a team of about 25 across
engineering, design, art and QA. On the project from closed development through the Early Access launch and the soft-launch
period that followed.
- Built the run loop: in-run pickups and temporary upgrades, including how they are granted, stack with one another and expire over
the course of a run
- Owned combat math and game feel: damage calculation, hit flash, camera shake and the impact feedback that makes a hit read on
a phone screen
- Implemented auto-aim and target selection for a one-thumb control scheme, where the player controls movement and the game
resolves what to shoot
- Built the combat HUD - health, ability cooldowns and run state - and the meta-game screens: store, crates and reward flows
- Owned UI animation across the client: screen transitions, popups and feedback animation
- Profiled and optimised the client for iOS and Android across the device range: draw calls, memory and frame time
LANGUAGES
English Ukrainian Russian
Advanced / B2+ Native Proficient
EDUCATION & CERTIFICATIONS
Course Provider Duration
Mobile Game Architecture K-Syndicate 4 months
Unit Testing K-Syndicate 3 months
Unity Development ITEA 4 months
C# ITEA 3 months
Game Design ITEA 3 months
UI/UX Design Beetroot Academy 6 months
Management Boosta 2 months
Senior Unity Engineer | Mobile Games | Gameplay, UI, Architecture, Performance
[
GitHub
SUMMARY
Senior Unity Engineer / Team Lead with 6+ years building and shipping iOS/Android games with Unity and C#. Started at Alpha Dog
Games on Mighty DOOM, then spent four years across casual, hyper-casual and long-running live products. Strong in gameplay,
mobile UI, architecture, performance optimisation, analytics, monetization, SDK integrations and release delivery. Comfortable both as
a hands-on engineer and leading a team, working closely with product, design, analytics, QA and marketing.
SKILLS
Core: Unity · C# · Mobile Games · iOS · Android · 2D/3D Gameplay · Product Development · Release Delivery
Gameplay & UI: Roguelite Shooters · Runners · Puzzle · Match-3 · Sports · Billiards · Unity UI · HUDs · Popups · Scroll Views · Game Feel
Architecture: SOLID · Design Patterns · Zenject · State Machine · ECS (Entitas) · Object Pooling · Modular Services
Product Systems: Analytics · A/B Testing · Remote Config · LiveOps Support · Monetization · IAP · Ads · Push Notifications
Mobile Performance: Addressables · Unity Package Manager · Profiler · Draw Calls · Memory · Load Times · URP · Batching
SDK & Publishing: Firebase · AppsFlyer · OneSignal · Unity Ads · AdMob · App Store · Google Play · CI/CD
Testing: Unit Tests · NUnit · NSubstitute · Unity Test Framework
Workflow: Git · GitFlow · Jira · Figma · Rider · Code Reviews · Technical Documentation · Claude · Cursor AI · Codex
EXPERIENCE
Senior Unity Developer / Team Lead | Boosta 03/2025 - 06/2026
iOS / Android · Remote
- Worked 70% hands-on coding and 30% leadership across match-3, puzzle, runner and casual 2D/3D mobile products, including
production support
- Led and built a 4-person Unity team: task planning, code reviews, mentoring, onboarding, 1-on-1s, technical interviews, test-task
reviews and technical documentation
- Designed scalable architecture with Zenject, state machines, SOLID, reusable Unity packages and modules, Addressables,
Firebase, A/B testing, CI/CD and unit testing with NUnit/NSubstitute
- Introduced AI-assisted workflows, custom agents and refactoring tools, and trained developers on them to cut repetitive work and
speed up prototypes
- Handled App Store and Google Play delivery, production support and fast resolution of code, architecture and workflow issues
Unity Developer | Braza 01/2024 - 02/2025
iOS / Android · Remote
- Developed and released multiple 2D/3D casual and hyper-casual mobile games, from architecture and gameplay through to App
Store and Google Play delivery
- Built product-ready gameplay, UI, animation, economy, progression, shop, rewards, tutorial, analytics, ads and IAP systems across
short-cycle productions
- Integrated Addressables for memory control, asset loading and unloading, content lifecycle management and remote-config-driven
content workflows
- Implemented Photon multiplayer flows: rooms, friend matches, connection logic and gameplay synchronisation
- Created scalable architecture with SOLID, state machines, reusable services, initialisation flows, Zenject, UniTask and async/await
Unity Developer | Leads Do It 06/2022 - 01/2024
iOS / Android · Remote
- Developed multiple 2D/3D casual and hyper-casual mobile games end-to-end within short production cycles, owning architecture,
gameplay, UI, animation and store-ready implementation
- Built sports and billiards systems: tennis and football AI opponents with difficulty levels, 8 Ball Pool-style aiming trajectory, ricochet
preview, power control, ball physics and object pooling
- Integrated economy, shop, rewards, tutorials, analytics, Unity Ads, AdMob, Google/Apple IAP, Firebase, OneSignal and AppsFlyer
for product-ready releases
- Created clean architecture from scratch with SOLID principles, state machines, reusable services, data storage and maintainable
initialisation flows
Unity Developer | Alpha Dog Games 02/2020 - 06/2022
Mighty DOOM · iOS / Android · Remote
- Gameplay and UI developer on Mighty DOOM, a free-to-play roguelite shooter on the DOOM IP, in a team of about 25 across
engineering, design, art and QA. On the project from closed development through the Early Access launch and the soft-launch
period that followed.
- Built the run loop: in-run pickups and temporary upgrades, including how they are granted, stack with one another and expire over
the course of a run
- Owned combat math and game feel: damage calculation, hit flash, camera shake and the impact feedback that makes a hit read on
a phone screen
- Implemented auto-aim and target selection for a one-thumb control scheme, where the player controls movement and the game
resolves what to shoot
- Built the combat HUD - health, ability cooldowns and run state - and the meta-game screens: store, crates and reward flows
- Owned UI animation across the client: screen transitions, popups and feedback animation
- Profiled and optimised the client for iOS and Android across the device range: draw calls, memory and frame time
LANGUAGES
English Ukrainian Russian
Advanced / B2+ Native Proficient
EDUCATION & CERTIFICATIONS
Course Provider Duration
Mobile Game Architecture K-Syndicate 4 months
Unit Testing K-Syndicate 3 months
Unity Development ITEA 4 months
C# ITEA 3 months
Game Design ITEA 3 months
UI/UX Design Beetroot Academy 6 months
Management Boosta 2 months
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