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Сергій

Unity Developer

Age:
26 years
City of residence:
Rivne
Ready to work:
Remote, Rivne

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Serhii Chekun
Unity Developer | Game Architect
chekun.sergiy​@gmail.com [open contact info](look above in the "contact info" section) Rivne, Ukraine

chekuns.dev github.com/Chekushka [open contact info](look above in the "contact info" section)

Summary
3+ years of commercial experience shipping titles people actually play, with lead projects hitting 100,000+
downloads. I operate at the intersection of game design and clean architecture, ensuring 'game feel' and
player comfort are backed by rock-solid C# systems. From level prototyping to granular UX polish, I deliver
cohesive products rather than fragmented scripts. I treat .NET and backend integration as essential
infrastructure for scaling the player experience, not as a primary focus.

Skills
Game Development (Unity) Architecture & Core
Engine: Unity, URP, WebGL, New Input System, Principles: OOP, SOLID, Design Patterns (GoF), Clean
Profiling & Optimization, ECS, Job System, Burst Architecture
Product & UX: Level Design, Game Feel, Player UX Logic: C#, Async/​Await (Tasks), LINQ.
Animation & VFX: Cinemachine, DOTween, Feel, DI/Patterns: Zenject/​VContainer
Shader Graph.
Assets: Addressables, UniTask. Backend & Integrations
Server-side: .NET (ASP.NET Core), REST API
Workflow & Tools integration. AWS /​Azure /​GCloud.
VCS: Git/​GitHub. Data: SQL, Entity Framework Core (basics), Docker.
Environments: JetBrains Rider, Visual Studio, Figma SDKs: AdMob, IronSource, Facebook SDK.

English
Upper-Intermediate

Professional Experience
05/2023 – 12/2025 Körsbär Spel (Indie Dev Team)
Ukraine Unity Developer
Key Projects:
Coin Bubbles | Casual Puzzle (100k+ Downloads)
Bespoke cylindrical coordinate system for rotation and collision detection.


Object pooling for hundreds of bubbles, ensuring 60 FPS on low-end devices.


Integrated AdMob/​IronSource mediation and visual polish via DOTween/Feel.


Money Clash | Casual Strategy
Deterministic waypoint system and dynamic AI with state-based aggression.


GPU instancing to manage rendering for high unit counts.


Robust State Machine for real-time base capturing and "tug-of-war" mechanics.


Telegram Hub | Puzzle Collection (WebGL)
Extensible framework supporting 8+ game genres within one codebase.


Decoupled assets via Addressables to minimize RAM and build size for WebGL.


Integrated XP loops, daily bonuses, and a flexible localization system.


Engineered a Remote Config service to facilitate real-time game balancing and


seamless synchronization between backend logic and the Unity client.
Developed custom data persistence architectures, utilizing Google Apps


Script/Sheets for lightweight tracking and a scalable .NET Core REST API with
PostgreSQL for robust player state management.
Core Responsibilities:
Engineering Leadership: Directed the full-cycle development of mobile and web-


based titles, achieving a cumulative player base with individual projects reaching
100,000+ downloads.
Architecture & Scalability: Designed robust, maintainable C# frameworks and


integrated .NET-based backend services to handle real-time game balancing and
user data.
Performance Optimization: Proven expertise in ensuring high framerates (60


FPS) on low-end hardware through object pooling, GPU instancing, and memory
management via Addressables.

12/2023 – 05/2025 GoITeens
Ukraine Unity Mentor / Tutor
Taught C# programming and Unity game development fundamentals to


teenagers, breaking down complex technical concepts into accessible lessons.
Supervised the full development lifecycle of student projects, guiding them from


initial concept to finished, playable games.
Assisted students in implementing ambitious mechanics and solving technical


challenges, resulting in high-quality portfolio projects.
Conducted code reviews and taught best practices in coding and project


architecture.

06/2021 – 09/2022 Vasilevich Game Development Team
Ukraine Unity Developer
Developed and iterated on multiple commercial mobile prototypes, delivering


core gameplay mechanics, physics systems, and responsive UI.
Implemented modular C# scripting and gameplay logic following OOP principles


to ensure long-term code maintainability.
Researched and integrated third-party assets and SDKs to accelerate the


development cycle and maintain technical stability during early-stage
production.

2019 – 2021 University Projects / Research
Ukraine Thesis Project: Multiplayer Cross-Platform System


Developed a real-time multiplayer framework prioritizing network
synchronization and latency mitigation. Architected a scalable communication
layer to ensure stable cross-platform interaction across diverse environments.

Education
09/2021 – 01/2023 Master of Computer Science
Rivne National University of Water Management and Natural Resources
Advanced studies focused on software architecture, system analysis, and research
in modern development methodologies.

09/2017 – 07/2021 Bachelor of Computer Science
Lviv Lviv Polytechnic National University
Acquired a solid foundation in software engineering principles, focusing on
algorithms, data structures, and Object-Oriented Programming.

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