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IT-спеціаліст

City of residence:
Kropyvnytskyi
Ready to work:
Remote

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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

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