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Олексій

Unity 3D програміст

Age:
24 years
City of residence:
Svitlovodsk
Ready to work:
Remote

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Oleksiy Shvernenko
C# Unity Developer
Unity developer with 5+ years across desktop, mobile and WebGL. I own systems end-to-end —
from gameplay architecture and reusable systems to editor tooling and build pipelines. I build
tooling that speeds up the whole team and integrate LLMs into games and developer tools.
Socials
Portfolio
Experience LinkedIn
FlexReality | ArBook GitHub
January 2026 - July [open contact info](look above in the "contact info" section)
Unity Developer [open contact info](look above in the "contact info" section)
⦁ Designed a unified project architecture on VContainer and migrated the codebase from
Task/Coroutine to UniTask for consistent cross-platform behaviour — critical for WebGL. New
games and trainers were spun up significantly faster on the shared foundation.
⦁ Built a Trainer Builder with a creation wizard that let level designers author new training
Skills/Tools
scenarios from existing templates — removing engineers from the content pipeline entirely. Languages & Core
⦁ Developed a node-based dialogue system with in-node voice-over, events and branching C# / .NET, OOP, SOLID, Design
endings — designers shipped custom-ordered educational games with no engineering Patterns
involvement per title.
Unity
⦁ Created a multi-platform AssetBundle build tool: batch-builds for several platforms in one
Unity 2D/3D, iOS/Android, Editor
pass, with platform tags, custom suffixes and content inspection. Integrated localization
bundles into the same pipeline with ScriptableObject drafts and 15-second autosave for power- Tooling, Plugins integration,
outage resilience. UnityEngine.UI, Localization
Networking
Nasty Cat Netcode (NGO), Mirror, FishNet,
December 2022 - January 2026 Client-Server
Full-stack Unity Developer | 3 Shipped Steam Titles Architecture & DI
⦁ Answenarium — multiplayer quiz arcade. Built the Mirror + Steam transport VContainer, Zenject / Extenject,
(FizzySteamworks) networking layer: lobbies, join flow, full game sessions with rounds, UniTask, MonoBehaviour lifecycle
categories, media questions and scoring. Build & Packaging
⦁ Shipped an in-game media editor for question packs (audio/video/image cropping, sticker AssetBundles, Addressables,
overlays, live preview) with end-to-end Steam Workshop publishing, browsing and pack WebGL / IL2CPP, UPM packages
selection at lobby start. AI
⦁ Sharded World — authored the 3D-to-sprite-sheet baker used to generate every mob in the
LLM integration, AI-assisted dev
game from 3D asset packs, the core art pipeline behind its visual style. Built enemies, bosses,
(Claude Code / Cursor), Stable
weapon evolution (visual + logic) and an immersion pass over transitions, status effects and
animations. Diffusion, Media-gen
⦁ Sharded World: Backpack Adventures — built shaders, VFX and particle effects, plus UI Performance
layout and animation across the game. Unity Profiler, Memory / GC
⦁ Unity database asset (MySQL/SQLite) with custom Editor Window for CRUD over Unity types optimization
and pluggable LLM providers — users supply their own API key and drive the database through Graphics & Animation
natural-language commands, using the model as an in-editor agent to query, parse and Shader Graph, VFX Graph,
manipulate data.
Particle System, DOTween, Feel,
Motion Matching
Independent Contractor | Project-based
February 2025 - September 2025 Services, SDKs & Testing
Firebase, IronSource / LevelPlay,
Unity Frontend Developer | Market Races Facebook, Analytics, UGS, IAP /
⦁ Co-implemented "custom races with friends" — a database-driven pseudo-multiplayer mode Purchases, Ads, NUnit / Tests, CI
over a custom .NET backend, fitting the horse-racing simulation model without the cost of real-
basics
time networking.
⦁ Built a generic tutorial overlay system: clones the current screen, resolves target elements by
component keys, and cuts them from the dimming layer with a shader mask plus pointer
arrows and text — any screen becomes tutorial-ready without bespoke code. Education
⦁ Reworked new-player onboarding, replacing a click-through step sequence with a guided
video that pauses on key moments for the player to interact. 2017 - 2021
Software Engineering
Unity Developer | N-iX Games
Svitlovodsk Polytechnic Vocational
⦁ Authored 8 chapters in a proprietary in-house scripting language: camera choreography,
College of the Central Ukrainian
character animation triggers, scene transitions and emotional beats, plus editorial passes over
National Technical University.
the source scripts. Maintained Addressables configuration as new content was added.

Freelance
May 2021 - December 2022 Languages
.NET / Unity Developer English - Upper-intermediate (B2)
Delivered several 3D hyper-casual prototypes for clients, Snake Redemption (WebGL
multiplayer), custom editor tools, and small .NET applications and custom backends — full-cycle Ukrainian - Native
solo development.

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