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Олександр
Unity developer
- City of residence:
- Odesa
- Ready to work:
- Remote
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Oleksandr Holynskyi
Senior Unity Developer
[open contact info ](look above in the "contact info" section) | GitHub | LinkedIn | Bucharest, Romania
Summary
Senior Unity Developer with commercial Unity/C# experience since 2017 across PC, mobile, WebGL,
VR, and multiplayer projects. Hands-on technical lead focused on modular gameplay architecture,
performance optimization, and client-server systems.
Skills
Unity & C#: Unity, C#, Addressables, IAP.
Architecture: MVP/MVC, SOLID, modular gameplay systems, dependency injection (VContainer,
Zenject), UniTask.
Performance: Jobs, Burst, Native Collections, compute shaders, procedural meshes, WebGL memory
optimization.
Networking & VR: REST APIs, WebRTC, WebSocket/STOMP, Photon, Photon Chat, Oculus Go/Quest,
OVRPlugin.
Platforms & Middleware: Windows, Android, iOS, WebGL, Mecanim, Spine, DOTween, FMOD.
Tools, CI/CD & AI: Git, Plastic SCM, Jenkins, Unity Build Automation, Claude Code, Codex, Gemini
(Antigravity), MCP.
Professional Experience
Senior Unity C# Developer | Kevuru | Remote
September 2023 - Present
• Built a Unity game from scratch and personally handled Steam publishing. Designed and evolved its
modular, state-driven architecture using VContainer dependency injection, presenter-driven UI,
factories, observers, and asynchronous UniTask workflows as client requirements changed.
• Led Unity development across original and inherited codebases, translating client requirements into
technical designs, resolving critical bugs, and implementing feature changes; created QA/debugging
utilities for testers.
• Built procedural mesh generation systems using Unity Jobs, Burst, and Native Collections; optimized
compute-shader code on an inherited mobile project.
• Implemented IAP on iOS and Android and handled mobile release builds and publishing workflows.
• Optimized WebGL projects for mobile browsers through Addressables and dynamic heap tuning,
texture/audio compression, and light baking.
• Built an AI-assisted engineering workflow integrating Claude Code, MCP servers, and custom agent
rules into Unity development for controlled implementation, refactoring, and project documentation.
Unity C# Developer | Playgendary | Remote
December 2021 - April 2023
• Extended and maintained an existing Match-3 framework, adding shared functionality and resolving
framework-level issues.
• Integrated shared gameplay systems through Git submodules and built project-specific gameplay
layers for Match-3 and solitaire titles.
• Configured Addressables during project integration and implemented Match-3 gameplay features
using Spine and DOTween.
SENIOR UNITY / CV 1/2
OLEKSANDR HOLYNSKYI / CONTINUED
Team Lead / Unity C# Developer | 1000geeks | Remote
January 2020 - November 2021
• Built two Unity projects from scratch - a client-server VR application and a 1v1 multiplayer game -
and personally handled publishing for both while leading a Unity engineering team.
• Developed Unity REST clients to communicate with backend services and process responses.
• Integrated WebRTC audio calls and screen sharing via third-party plugins, optimizing data transfer.
• Optimized the VR application for Oculus Go and Quest 1/2; used OVRPlugin for headset integration.
• For a separate 1v1 multiplayer game, independently built a custom Unity networking client handling
REST-based authentication and matchmaking alongside WebSocket/STOMP connections with a Java
Spring server.
• Implemented multiplayer synchronization with a custom master-client topology, interpolation,
extrapolation, and ping calculation.
Unity C# Developer | Dals Games
July 2018 - October 2019
• Optimized large Unity scenes using LODs, mesh configuration, baked lighting, and baked occlusion
culling.
• Built and optimized audio and Mecanim animation systems, implementing network synchronization
for Photon multiplayer.
• Owned character integration in Unity, handling mesh configuration, rig validation, and gameplay
system binding.
• Independently implemented chat functionality using Photon Chat; contributed to multiplayer
networking across UNet, Photon, and custom-server development.
Unity C# Developer | Mmone Project
July 2017 - June 2018
• Developed Unity/C# flight simulators for PC with tethered HTC and Oculus VR headsets, using
OVRPlugin for Oculus integration.
• Implemented socket-based integration between Unity flight simulators and a three-axis motion chair,
transmitting rotation data through a bridge application.
• Created procedural terrain generation systems and optimized terrains and meshes for VR
performance.
Education
Master's degree, Department of Economic Cybernetics and Information Technologies, Polytechnic
National University, Odesa | 2019.
Bachelor's degree, Department of Economic Cybernetics and Information Technologies, Polytechnic
National University, Odesa | 2018.
Languages
English - Professional working proficiency (B2); German - A1.
SENIOR UNITY / CV 2/2
Senior Unity Developer
[
Summary
Senior Unity Developer with commercial Unity/C# experience since 2017 across PC, mobile, WebGL,
VR, and multiplayer projects. Hands-on technical lead focused on modular gameplay architecture,
performance optimization, and client-server systems.
Skills
Unity & C#: Unity, C#, Addressables, IAP.
Architecture: MVP/MVC, SOLID, modular gameplay systems, dependency injection (VContainer,
Zenject), UniTask.
Performance: Jobs, Burst, Native Collections, compute shaders, procedural meshes, WebGL memory
optimization.
Networking & VR: REST APIs, WebRTC, WebSocket/STOMP, Photon, Photon Chat, Oculus Go/Quest,
OVRPlugin.
Platforms & Middleware: Windows, Android, iOS, WebGL, Mecanim, Spine, DOTween, FMOD.
Tools, CI/CD & AI: Git, Plastic SCM, Jenkins, Unity Build Automation, Claude Code, Codex, Gemini
(Antigravity), MCP.
Professional Experience
Senior Unity C# Developer | Kevuru | Remote
September 2023 - Present
• Built a Unity game from scratch and personally handled Steam publishing. Designed and evolved its
modular, state-driven architecture using VContainer dependency injection, presenter-driven UI,
factories, observers, and asynchronous UniTask workflows as client requirements changed.
• Led Unity development across original and inherited codebases, translating client requirements into
technical designs, resolving critical bugs, and implementing feature changes; created QA/debugging
utilities for testers.
• Built procedural mesh generation systems using Unity Jobs, Burst, and Native Collections; optimized
compute-shader code on an inherited mobile project.
• Implemented IAP on iOS and Android and handled mobile release builds and publishing workflows.
• Optimized WebGL projects for mobile browsers through Addressables and dynamic heap tuning,
texture/audio compression, and light baking.
• Built an AI-assisted engineering workflow integrating Claude Code, MCP servers, and custom agent
rules into Unity development for controlled implementation, refactoring, and project documentation.
Unity C# Developer | Playgendary | Remote
December 2021 - April 2023
• Extended and maintained an existing Match-3 framework, adding shared functionality and resolving
framework-level issues.
• Integrated shared gameplay systems through Git submodules and built project-specific gameplay
layers for Match-3 and solitaire titles.
• Configured Addressables during project integration and implemented Match-3 gameplay features
using Spine and DOTween.
SENIOR UNITY / CV 1/2
OLEKSANDR HOLYNSKYI / CONTINUED
Team Lead / Unity C# Developer | 1000geeks | Remote
January 2020 - November 2021
• Built two Unity projects from scratch - a client-server VR application and a 1v1 multiplayer game -
and personally handled publishing for both while leading a Unity engineering team.
• Developed Unity REST clients to communicate with backend services and process responses.
• Integrated WebRTC audio calls and screen sharing via third-party plugins, optimizing data transfer.
• Optimized the VR application for Oculus Go and Quest 1/2; used OVRPlugin for headset integration.
• For a separate 1v1 multiplayer game, independently built a custom Unity networking client handling
REST-based authentication and matchmaking alongside WebSocket/STOMP connections with a Java
Spring server.
• Implemented multiplayer synchronization with a custom master-client topology, interpolation,
extrapolation, and ping calculation.
Unity C# Developer | Dals Games
July 2018 - October 2019
• Optimized large Unity scenes using LODs, mesh configuration, baked lighting, and baked occlusion
culling.
• Built and optimized audio and Mecanim animation systems, implementing network synchronization
for Photon multiplayer.
• Owned character integration in Unity, handling mesh configuration, rig validation, and gameplay
system binding.
• Independently implemented chat functionality using Photon Chat; contributed to multiplayer
networking across UNet, Photon, and custom-server development.
Unity C# Developer | Mmone Project
July 2017 - June 2018
• Developed Unity/C# flight simulators for PC with tethered HTC and Oculus VR headsets, using
OVRPlugin for Oculus integration.
• Implemented socket-based integration between Unity flight simulators and a three-axis motion chair,
transmitting rotation data through a bridge application.
• Created procedural terrain generation systems and optimized terrains and meshes for VR
performance.
Education
Master's degree, Department of Economic Cybernetics and Information Technologies, Polytechnic
National University, Odesa | 2019.
Bachelor's degree, Department of Economic Cybernetics and Information Technologies, Polytechnic
National University, Odesa | 2018.
Languages
English - Professional working proficiency (B2); German - A1.
SENIOR UNITY / CV 2/2
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