Ukraine's #1 job service
Артем
IT-спеціаліст
- City of residence:
- Kropyvnytskyi
- Ready to work:
- Remote
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/20562835/
Uploaded file
Quick view
version
This resume is posted as a file. The quick view option may be worse than the original resume.
Artem Dovbnia
Junior Gameplay Programmer (Unreal Engine / C++)
[open contact info ](look above in the "contact info" section) | [open contact info ](look above in the "contact info" section) | [open contact info ](look above in the "contact info" section) | github.com/xzhka
Gameplay demo: FPS Combat System – Gameplay Demo
Projects
FPS Combat System | Unreal Engine 5, C++, Blueprints, Gameplay Ability System, Git June 2026 – Present
• Built a replicated multiplayer FPS combat framework in Unreal Engine 5.5 (C++, based on Lyra), with every
action (fire, reload, sprint, dash, throw) implemented as a Gameplay Ability under one tag-driven rule set
• Implemented client-predicted shooting: the owning client traces, the server validates range and line of sight before
applying damage, and overlapping shots are matched by prediction key; damage flows through execution
calculations into replicated attributes
• Made weapons, fire modes (semi, burst, auto), recoil, grenades and ability sets data assets, so equipment grants
weapons and abilities without code changes; items, equipment and the quick bar replicate through fast arrays
• Built server-authoritative grenades (detonation on impact, bounce count or fuse, with damage falloff) and a
replicated death state machine that plays identical animation on every client
• Profiled with Unreal Insights and memreport: cut animation cost 26% (1.09 to 0.81 ms/frame), removed a 3.5 ms
first-throw hitch with async preloading, and cut grenade texture memory 93%
Inventory System | C++, Unreal Engine 5 December 2025
• Built the item data layer of an inventory system in Unreal C++, with item types (armor, weapon, shield, spell,
quest) and quality tiers defined as enums
• Structured item stats, text and asset data as separate USTRUCTs exposed to the editor, so items can be
configured without changing code
Multithreading Performance Study | C++, std::thread, std::mutex, std::chrono, Visual Studio 2023
• Wrote C++ programs that split a text file into chunks and counted words, plus a numeric computation (factorial
and square root), each in multithreaded and single-threaded versions
• Synchronized threads with std::mutex and std::lock guard; benchmarked every version with std::chrono on
inputs of 100, 1,000 and 10,000 words
• Found that the single-threaded versions outperformed the multithreaded ones on these workloads, showing that
threading is not always faster; documented the results in a research paper
Technical Skills
Languages: C++, C#, Blueprints
Engine & Gameplay: Unreal Engine 5, Gameplay Ability System, Replication and RPCs, Enhanced Input, UMG,
Niagara, Unreal Insights
Concepts: Multiplayer networking, multithreading, object-oriented design, data-driven design
Tools: Git, Perforce, Rider, Visual Studio, VS Code
Spoken Languages: Ukrainian (native), English (B2)
Education
Kyiv Polytechnic Institute Kyiv, Ukraine
B.Sc. in Computer Game Programming 2025 – 2029
• Relevant coursework: C and C++ programming, object-oriented design, game programming patterns (Object Pool,
Observer, Mediator)
• Course projects: built with SFML and Raylib
Junior Gameplay Programmer (Unreal Engine / C++)
[
Gameplay demo: FPS Combat System – Gameplay Demo
Projects
FPS Combat System | Unreal Engine 5, C++, Blueprints, Gameplay Ability System, Git June 2026 – Present
• Built a replicated multiplayer FPS combat framework in Unreal Engine 5.5 (C++, based on Lyra), with every
action (fire, reload, sprint, dash, throw) implemented as a Gameplay Ability under one tag-driven rule set
• Implemented client-predicted shooting: the owning client traces, the server validates range and line of sight before
applying damage, and overlapping shots are matched by prediction key; damage flows through execution
calculations into replicated attributes
• Made weapons, fire modes (semi, burst, auto), recoil, grenades and ability sets data assets, so equipment grants
weapons and abilities without code changes; items, equipment and the quick bar replicate through fast arrays
• Built server-authoritative grenades (detonation on impact, bounce count or fuse, with damage falloff) and a
replicated death state machine that plays identical animation on every client
• Profiled with Unreal Insights and memreport: cut animation cost 26% (1.09 to 0.81 ms/frame), removed a 3.5 ms
first-throw hitch with async preloading, and cut grenade texture memory 93%
Inventory System | C++, Unreal Engine 5 December 2025
• Built the item data layer of an inventory system in Unreal C++, with item types (armor, weapon, shield, spell,
quest) and quality tiers defined as enums
• Structured item stats, text and asset data as separate USTRUCTs exposed to the editor, so items can be
configured without changing code
Multithreading Performance Study | C++, std::thread, std::mutex, std::chrono, Visual Studio 2023
• Wrote C++ programs that split a text file into chunks and counted words, plus a numeric computation (factorial
and square root), each in multithreaded and single-threaded versions
• Synchronized threads with std::mutex and std::lock guard; benchmarked every version with std::chrono on
inputs of 100, 1,000 and 10,000 words
• Found that the single-threaded versions outperformed the multithreaded ones on these workloads, showing that
threading is not always faster; documented the results in a research paper
Technical Skills
Languages: C++, C#, Blueprints
Engine & Gameplay: Unreal Engine 5, Gameplay Ability System, Replication and RPCs, Enhanced Input, UMG,
Niagara, Unreal Insights
Concepts: Multiplayer networking, multithreading, object-oriented design, data-driven design
Tools: Git, Perforce, Rider, Visual Studio, VS Code
Spoken Languages: Ukrainian (native), English (B2)
Education
Kyiv Polytechnic Institute Kyiv, Ukraine
B.Sc. in Computer Game Programming 2025 – 2029
• Relevant coursework: C and C++ programming, object-oriented design, game programming patterns (Object Pool,
Observer, Mediator)
• Course projects: built with SFML and Raylib
Similar candidates
-
IT-спеціаліст
Remote -
IT-спеціаліст
Remote, Dnipro -
IT-спеціаліст
90000 UAH, Remote -
IT-специалист
68000 UAH, Remote, Kyiv, Kharkiv -
IT-спеціаліст
Remote, Dnipro -
IT-спеціаліст
Remote, Zhytomyr