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Pasha

C++ Developer

Розглядає посади:
C++ Developer, Unity 3D програміст, Full stack програміст
Вік:
21 рік
Місто:
Харків

Контактна інформація

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Musaiev Pasha
Software Engineer

Contact information

Email: [відкрити контакти](див. вище в блоці «контактна інформація»)
LinkedIn: [відкрити контакти](див. вище в блоці «контактна інформація»)
Phone: [відкрити контакти](див. вище в блоці «контактна інформація»)

Summary

Goal-oriented Software Engineer. Skilled in C/C++, .NET, Low-level and Game Engines. I excel at optimizing performance.
Passionate about solving complex problems and continuously learning, I thrive in dynamic environments where innovation and
results are paramount.

Education

National Aerospace University – Kharkiv Aviation Institute
-​ Sep. 2020 - Aug. 2024​
Bachelor’s degree in Computer Science with a specialisation in Information Systems and Technologies

Technical Skills

-​ Tools: Git, Perforce, SVN, Jira
-​ Build Tools: Visual Studio(NMake), CMake, .bat/.sh scripts
-​ Programming Languages: C, C++(17-20), C#, Java, Python
-​ Engines: Unreal Engine 4/5, Unity
-​ Frameworks: QT, WPF, Windows Forms, Windows API
-​ Libs: Boost, Curl, OpenGL, Vulkan, OpenXR, SteamVR, OculusVR

Employment

Qualium Systems / NDA Client / Software Engineer / September 2023 - Present
-​ AR Haptic Glove SDK / C++ Developer / Unreal Engine 4 - 5.3 / C++ / Physics / Collision / UI /
Slate Core / Unreal Animator / OpenXR / SteamVR / Particles / Shader Graph / Niagara / Direct
Customer Support
-​ Developed haptic feedback system for surface texture, shape, and temperature transfer from Unreal Engine
to custom haptic glove via UDP over Bluetooth.
-​ Designed real-time physical property streaming architecture from UE objects to AR hardware using
efficient custom serialization and low-latency protocols.
-​ Created cross-version Unreal Engine plugin supporting both UE4 and UE5, gaining deep understanding of
module architecture, plugin structure, and engine integration practices.
-​ Built custom communication layer bridging Unreal Engine, middleware, and wireless devices, optimized
for low bandwidth and minimal packet loss.
-​ Implemented realistic physical hand simulation using physics assets, skeletal mesh, and constraint systems
for stable, solid interactions.
-​ Created advanced grab system with multiple strategies using linear algebra and collision data; supported
dynamic and constrained object manipulation (e.g., doors, drawers, levers).
-​ Prevented clipping artifacts with pose prediction, interpolation, and overlap volume handling to ensure
physical consistency.
-​ Developed deformable object interaction for "squeezy" assets with responsive feedback.
-​ Integrated UI interaction layer for physical hands, mapping gestures and collisions to UE Slate events and
JavaScript click events for in-engine browser support.
-​ Developed and designed visual effects and shaders using shader graph, particle system and VFX graph for
teleportation logic, UI screens and demo level objects.
-​ Integrated and developed physics interaction features that required physics constraints, ragdolls, assembly
operations, tutorial step systems and HMIs (human machine interfaces) for clients in machine/ engine build
industry training systems, design shops, oil industry and “mars” space training simulators.

Qualium Systems / NDA Client / Software Engineer / September 2023 - Present
-​ Web-Based 3D Analytics Service / Unreal Developer / Unreal Engine 4 - 5.3 / C / C++ / DLL /
CMake / NMake / JSON / CURL / Backend / Slate Core / Amazon
-​ Developed telemetry and data streaming systems in Unreal Engine to track in-game analytics for levels,
actors, and user interactions in real time.
-​ Engineered backend communication layer to collect and send game session data (level names, actor
classes, spawn info, animation states, etc.) to analytics services over HTTP/gateway protocols.
-​ Implemented session management system with Unreal multithreaded batching and async senders to ensure
consistent, low-latency communication between client and backend.
-​ Created TrackingEntityComponent in C++, enabling per-actor monitoring of transform (position, rotation,
scale), visibility state, material/shader info, animation playback, and life cycle events.
-​ Tracked high-value gameplay metrics, including patrol paths, gaze direction, object interaction heatmaps,
and spatial analytics for user movement through levels.
-​ Integrated Amazon Kinesis as a modular Unreal Engine data streaming backend, building a dedicated
plugin module to handle serialization and transmission of analytics payloads.
-​ Encapsulated proprietary logic into static (.lib) and dynamic (.dll) libraries using NMake, enabling clean
separation between internal business code and open plugin interface.
-​ Improved internal QA workflows by scripting build utilities (e.g., .bat automation) for streamlined testing
and deployment by non-engineers.
-​ Extended Unreal Editor UI with custom dashboards to visualize tracked entity data and analytics for
internal review and debugging.

Farom Studio / Software Engineer / August 2023 - September 2023
-​ City-Building Simulator / Unreal System Developer / Unreal Engine 5.1 / C++ / Slate Core /
Profiler / Memory Management
-​ Optimized performance-critical systems to reduce memory usage and CPU load, improving overall
runtime efficiency.
-​ Developed modular systems for building construction, design, and population management in a
simulation/game environment.
-​ Refactored gameplay architecture for citizen-related features, improving maintainability and extensibility.
-​ Implemented asynchronous and multithreaded solutions to offload heavy synchronous tasks and boost
responsiveness.
-​ Built UI interaction logic for complex in-game systems, ensuring seamless user experience with citizen
mechanics.

Gameloft / Software Engineer / March 2023 - August 2023
-​ Dragon Mania / C++ Developer / Custom Game Engine | C++ / ActionScript / OpenGL / Adobe
Animate / Excel / JSON
-​ Developed and enhanced the dragon flight system, improving core gameplay dynamics.
-​ Designed modular fight state architecture, enabling scalable and maintainable combat logic.
-​ Handled UI interactions using ActionScript and C++ within a proprietary engine.
-​ Created UI components (widgets, pop ups, screens) in Adobe Animate for smooth visual integration.
-​ Implemented Excel parsing and JSON serialization pipelines for the dragon design system.
-​ Led engine research efforts for possible migration to Unity or Unreal Engine.
-​ Built internal tooling for the “Dragon Run” event, supporting live development workflows.
-​ Implemented camera state logic for tycoon-style gameplay maps.
-​ Integrated GLFW into the custom engine.

Gameloft / Software Engineer / April 2022 - August 2023
-​ Idle Siege / Unity Developer / Unity / C# / .NET / Blender / 3D Max / Wwise
-​ Integrated Wwise audio support, designing a component system for MonoBehaviour-based audio
dependencies.
-​ Developed scalable crowd combat systems with prioritization, pooling, and dynamic path avoidance logic.
-​ Created and maintained camp buildings, including stat tracking systems and related audio integration.
-​ Optimized animation handling, converting Animator-based animations to legacy systems for improved
performance with large unit counts.
-​ Implemented damage widget pooling, supporting multiple popup strategies configurable via Unity Editor
(easing, animation curves, etc.).
-​ Designed commander abilities system using ScriptableObject-driven architecture for modularity and ease
of iteration.
-​ Built UI features for in-game shops, economic systems, and hint displays across screens and gameplay
states.
-​ Developed contextual hint systems for inventory tools, fights, and general UI.
-​ Handled audio events, improving and mixing Wwise-based SFX integration for various in-game systems.
-​ Implemented validation logic and unit testing, using tools like Odin Inspector to streamline dev workflow.
-​ Developed visual effects with shader graph and particle system for commander special abilities.
-​ Developed a special level that required a progress step system for commercial video recordings.

Dadcom Games / Unity Lead Developer / November 2021 - April 2022
-​ Mobile Game Project (Solo Development) / Unity Developer / Unity / Odin / C# / Shader Graph /
VFX / Play Market Publishing / Blender /
-​ Led solo development of a mobile game project, covering gameplay systems, UI, VFX, audio, and
publishing.
-​ Published to Google Play Market, handling build configurations, asset compression, and store setup.
-​ Built core gameplay systems, including combat, progression, and a commander abilities framework using
ScriptableObjects.
-​ Designed and implemented UI/UX for in-game shops, economy screens, and onboarding/hint systems.
-​ Created custom shaders and VFX using Shader Graph and Particle System for unique gameplay events and
character abilities.
-​ Developed modular animation systems, reworking Animator setups for improved runtime performance on
mobile.
-​ Integrated audio systems using Wwise, with custom components for audio event handling in
MonoBehaviours.
-​ Engineered reusable tools and validation logic, including editor-side utilities and unit tests with Odin
Inspector.
-​ Built a specialized level and progress-step logic for use in commercial video advertising.
-​ Handled asset setup and visual design, working with Blender and 3ds Max to prepare and implement
models and scenes.
-​ Developed mesh deforming system for surroundings in level.

Hyper Factory / Unity Developer / November 2021 - April 2022
-​ Mobile Puzzle Game (Puzzle Quest) / Unity Developer / Unity / C# / Zenject / UI / Editor Tools /
Mobile Ads
-​ Developed a mobile puzzle game independently, covering all major gameplay systems, UI, and supporting
infrastructure.
-​ Built gameplay logic and core mechanics using clean, modular C# code architecture.
-​ Implemented UI systems for levels, menus, popups, and player feedback using Unity UI toolkit.
-​ Integrated ad systems, including interstitial and rewarded ads, for monetization and progression flow.
-​ Used Zenject for dependency injection, ensuring scalable and testable game architecture.
-​ Created editor tools and utilities to speed up design iterations and data entry during development.
-​ Designed and refined in-game UX, balancing visual clarity and player flow for casual mobile audiences.

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