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Роман

Unity developer

Age:
25 years
City of residence:
Lutsk
Ready to work:
Remote

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HOLDUN
ROMAN
UNITY DEVELOPER
I am a qualified and professional game developer with four years of
experience in different types of projects: from hypercasual to midcore
games. Strong creative and analytical skills. Team player with an eye for
detail.

EXPERIENCE
[open contact info](look above in the "contact info" section) UNITY ADTECH ENGINEER
Burny Games
[open contact info](look above in the "contact info" section)
June 2026 - October 2026
Lutsk, Ukraine
Supported the evolution and reliable delivery of an advertising SDK,
https://github.com/GoldunRoman integrating monetization, analytics, and consent functionality across a
portfolio of live Unity projects
Maintained and delivered the advertising SDK across 10+ live Unity projects,
SKILLS supporting integrations and stable releases for multiple game teams.
Updated advertising network adapters and validated their compatibility with
CORE DEVELOPMENT the SDK and supported project configurations.
Unity / C# Integrated consent handling into the SDK, ensuring privacy choices were
OOP / SOLID correctly reflected throughout advertising flows.
Design Patterns Implemented advertising and analytics features, verified their behavior, and
Zenject supported project teams during rollout and integration.
UniTask / UniRx Investigated and fixed SDK and integration defects, proactively identifying
Addressables risks, documenting reproducible problems, and highlighting their impact to
DOTween
the team.
Editor Scripting
Participated in planning, estimation, technical discussions, and team syncs,

ADTECH & SDK contributing implementation context and improvement proposals.

Advertising SDK Delivery UNITY DEVELOPER - SDK INTEGRATION, PORT &
AppLovin MAX PRODUCT TEAMS
Adapter Updates Vira Games
Consent / CMP Integration February 2025 - June 2026
Analytics & Ads SDKs
Delivered SDK integrations, experiments, product features, platform ports, and
PERFORMANCE
performance improvements across live Unity games for mobile, tablets, and
Unity Profiler
resource-constrained TV devices.
Runtime Optimization
Integrated internal SDKs, gameplay learnings, and A/B-test features into
Memory / GC Optimization
projects with significantly different legacy architectures.
Object Pooling
Ported and optimized games for Amazon Fire TV and tablets, reducing scene
complexity from about 600k to 130-250k triangles and batches from 400-500
to 90-120 while targeting 30 FPS on 1 GB devices
Built reusable subscription and progression features, including Premium Skins,
No Ads, Extra Rewards, and Season Pass systems.
Implemented controller-first TV navigation with persistent selection, navigation
queues, custom dialogs, and automatic reselection after advertisements.
Reduced CPU, memory, and GC overhead through Addressables, centralized
update loops, pooling, UI refactoring, profiling, and legacy-code optimization.

MIDDLE UNITY DEVELOPER
SHADOW EAGLE
TECHNICAL SKILLS January 2024 - August 2024

PLATFORMS Delivered full-cycle gameplay, progression, economy, and UI features for a
commercial mobile tactical RPG, working across architecture, backend
Android / iOS
Amazon Fire TV / Tablets integration, internal tooling, optimization, and production support.

WebGL / Windows Built and maintained economy-connected systems for characters, skills,
items, progression, and shop functionality, coordinating gameplay, UI,
BACKEND & DATA persistence, and backend behavior.
PlayFab Developed production-ready UI features from business logic and data
Firebase integration through animations, navigation, state synchronization, and error
REST APIs / JSON handling.
Dropbox / VPS Refactored tightly coupled legacy systems into modular components using
dependency injection, event-driven communication, factories, and state-
TOOLS & DELIVERY
based architecture.
Git / GitLab / Azure DevOps
Supported PlayFab economy integrations and migration work while
CI/CD
preserving player data and established gameplay behavior.
Firebase Crashlytics
Created custom Unity Editor tools for game and balance designers, reducing
Cursor
Code Review repetitive configuration and simplifying content iteration.

Technical Documentation Profiled and optimized mobile runtime performance, investigated production
defects, reviewed code, and supported releases throughout the project
UNITY TOOLSET lifecycle.
Cinemachine / Animator
Tilemap / Terrain
UNITY DEVELOPER
Particle System
Killa Team
Shader Graph
July 2023 - December 2024
UI & Audio Systems

Delivered full-cycle development and integrations across casual mobile
projects, including a coloring game, a mod installer, and a collaborative 3D
shooter.
Developed a casual coloring game from scratch, covering core gameplay, UI,
content integration, and production delivery
Built a mod installer for Melon Playground with native Android file deployment
and support for Android storage restrictions
Collaborated with the development team on a 3D shooter, taking ownership of
the main menu, in-game shop, player data persistence and transfer, and
weapon customization systems
Profiled and optimized both 2D and 3D applications, improving runtime
performance and stability on mobile devices
Developed and integrated audio systems for gameplay, UI, and environmental
feedback
Integrated analytics and advertising SDKs to support event tracking and
monetization
Connected projects to external data storage and delivery services, including
Firebase, Dropbox, and VPS-hosted infrastructure
Delivered game reskins, investigated production issues, and fixed gameplay, UI,
integration, and platform-specific defects

EDUCATION
National Technical University JUNIOR UNITY DEVELOPER
of Ukraine 'Igor Sikorsky Bonny Games
Kyiv Polytechnic Institute' 2022

Contributed to the development of a browser-based NFT RPG built with Unity
WebGL

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