Денис
C++/Unreal Engine Developer, 125 000 UAH
- Employment type:
- full-time, part-time
- Age:
- 22 years
- City of residence:
- Vinnytsia
- Ready to work:
- Remote
Contact information
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You can get this candidate's contact information from https://www.work.ua/resumes/20850715/
Work experience
Career break
from 05.2026 to 11.2026
(7 months)
Relocation
Worked on my own projects and researches. Was moving to Romania.
C++ / Unreal Engine Developer
from 07.2025 to 04.2026
(10 months)
Pingle Studio, Дистанційно (IT)
AAA Unreal Engine 5 co-development: performance, platform adaptation, and feature work.
C++ / Unreal Engine Developer
from 11.2022 to 08.2024
(1 year 10 months)
Dragons Lake, Дистанційно (IT)
Intern Nov 2022 – Apr 2023, junior May 2023 – Apr 2024, middle May 2024 – Aug 2024. Promoted twice on the same team.
Unreal Engine 5 and custom C++ engines: porting, remasters, platform APIs, bug fixing, and features on AAA titles.
C++ Internship Trainee
from 11.2021 to 01.2022
(3 months)
GlobalLogic Ukraine, Дистанційно (IT)
Basecamp in C++, computer architecture, multithreading, and networking.
Education
Київський політехнічний інститут імені Ігоря Сікорського
Комп'ютерна інженерія
Higher, from 2021 to 2025 (4 years)
Additional education and certificates
GlobalLogic C++ Basecamp 2021q3
2021, 3 місяці
Knowledge and skills
- C++
- Unreal Engine
- Unity
- Godot Engine
- Rust
- OpenGL
Language proficiencies
- Ukrainian — fluent
- English — above average
Additional information
Here are the titles and problems I've worked on.
Ark: Survival Ascended · Unreal Engine 5
Heavy performance optimizations, saving hundreds of MBs of RAM and removing CPU hitches of hundreds of ms.
STAR WARS: Battlefront Classic Collection · custom C++ engine
Low-level legacy and non-legacy bug fixes: corrupted memory, object pool issues, dangling pointers. Found and reported a bug
in the Bink library (a popular video codec). Adapted the codebase to PlayStation social features API calls.
Total War · 4 titles, custom C++ engine
Analyzing, documenting, and porting the titles and their custom tools to x64, then developing a plan for porting to consoles
using Epic Online Services (EOS). Was responsible for one of the four titles, finished that job first, and was moved to another
project.
Fear the Spotlight · Unity
PlayStation porting and profiling. Came up with a system that bypasses Unity’s synchronous loading of additive scenes, making
it as asynchronous as possible and eliminating long loading times on weak Nintendo Switch hardware.
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