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C++ Developer
- Розглядає посади:
- C++ Developer, Game developer, Embedded-розробник
- Вік:
- 22 роки
- Місто:
- Харків
Контактна інформація
Шукач вказав телефон , ел. пошту та LinkedIn.
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Отримати контакти цього кандидата можна на сторінці https://www.work.ua/resumes/10518857/
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Ukraine, [
LINKS LinkedIn, Telegram, GitHub
PROFILE Software Engineer with three years of experience in game development, specializing
in Unreal Engine (UE4/UE5), C++, and Python scripting. Experienced in designing
game systems, building gameplay mechanics (GAS, multiplayer), optimizing
performance, and integrating custom object generators or gameplay systems. I enjoy
working in a team and always aim to build solutions that are stable and easy to
maintain.
SKILLS Programming Languages: C++, C#, Python, VHDL
Engines: Unreal Engine 4/5
Desktop & GUI Development: Qt, Windows API, WPF
Embedded & Electronics: Arduino, ESP32
Build Systems & IDEs: CMake, Visual Studio
Version Control: Git, SVN
Databases: MySQL
Libs: OpenGL, GLFW, OpenCV, GStreamer
OS: Linux, Windows
LANGUAGE Ukrainian (native) English (B1)
EDUCATION
2020 – 2024 Bachelor’s Degree in Computer Engineering, Kharkiv National University of Radio
Electronics
2024 – 2026 Master’s Degree in Systems Programming, Kharkiv National University of Radio
Electronics
EMPLOYMENT
March 2023 – July 2025 MiroWin, Software Engineer, Redemtion of the Damned
UE4 / C++ / UI / Slate Core / Animations / Particles / Materials / GAS / Unreal
Insights / Physics / Data Asset / Data Table / Curve Table / Level Streaming
- Developed core gameplay systems in C++ for player interaction with the
game world
- Implemented a procedural loot spawn system to enhance gameplay depth
- Built a functional demo to showcase project features and gameplay
mechanics
- Worked on UI logic and authored shaders to support visual and interactive
elements
- Worked on physics simulations, ensuring realistic object behavior and
interactions within the game world
- Focused on optimizing performance, improving system efficiency, and
reducing resource usage to enhance gameplay experience
- Utilized Unreal Insight for performance profiling and optimization,
ensuring smooth gameplay
- Used advanced math and algorithms to build complex character
interactions.
- Integrated and utilized the Gameplay Ability System (GAS) for
implementing character abilities, attributes, and interactions within
complex game mechanics
MiroWin, Software Engineer, Bureau of Contacts
UE5 / C++ / UI / Slate Core / Materials / GAS / AI / Multiplayer / RPC /
Replication / Data Asset / Data Table / Curve Table / Voice Chat / Steam /
Python / Python Scripting
- Developed and implemented character interaction logic and mechanics, ensuring
smooth and intuitive gameplay
- Worked on material setup and optimization, ensuring high-quality visuals and
performance
- Designed and developed UI elements to enhance user experience.
- Worked on AI behavior and decision-making systems, creating dynamic and
challenging non-player characters
- Integrated and utilized the Gameplay Ability System (GAS) for implementing
complex character abilities and interactions within the game world.
- Developed Python scripts to simplify the workflow, creating efficient tools for
manipulating objects on the map and enhancing overall productivity.
MiroWin, Software Engineer, BodyRecords
UE5 / C++ / UI / Slate Core / Materials / GAS / AI / Multiplayer / RPC /
Replication / Data Asset / Data Table / Curve Table / Audio Capture/ Voice Chat
/ Steam / Meta Sound / Mentor
– Designed and implemented player interaction mechanics to ensure seamless and
engaging gameplay
– Developed and optimized materials to achieve a balance of high-quality visuals
and performance
– Built UI that’s both stylish and functional — menus, HUDs, in-game widgets.
– Developed and implemented puzzle mechanics and thought-provoking challenges
for players
– Used MetaSound to improve the audio experience, making the sound more
dynamic and interactive, which boosted immersion in the gameplay.
– Helped teammates with tech advice and took part in team decisions.
MiroWin, Software Engineer, NDA
UE5 / C++ / UI / Slate Core / Materials / Niagara / GAS / Multiplayer / RPC /
Replication / Data Asset / Data Table / Voxel Deformation
- Developed and implemented a voxel-based surface deformation system, enabling
dynamic, real-time modifications to object surfaces. Optimized algorithms for
efficient voxel rendering and deformation, ensuring smooth interactions with the
environment while maintaining high performance. Integrated the system with the
game engine and created tools for easy manipulation by artists and designers.
OWN PROJECT
Plane Game
C++ / SFML / 2D Rendering / Input Handling / Audio / OOP / Animation /
Collision
Developed a 2D game as part of my course project using SFML (Simple and Fast
Multimedia Library) in C++. The game demonstrates key game development concepts
such as handling user input, rendering graphics, animation, and integrating sound
effects. I used SFML for processing keyboard/mouse input, rendering graphics and
textures, and adding sound. The project is structured with separate modules or classes
for game logic, graphics, sound, and input handling, providing a clear overview of
how to organize a game using SFML.
UE Shooter
UE5 / C++ / UI / Slate Core / Materials / AI / EQS / Data Asset / Data Table /
Curve Table / Animations / Niagara
A single-player shooter game was developed using Unreal Engine, where the player
can participate in free-for-all or team-vs-team matches against AI-controlled bots. The
game features fully implemented animation logic and smooth character movement.
For AI behavior, custom EQS Contexts were created to enable bots to intelligently
search for health packs that spawn dynamically across the map.
Souls Like Dungeon
UE5 / C++ / UI / Slate Core / Materials / AI / EQS / Data Asset / Data Table /
Curve Table / Animations / Niagara
A game with Souls-like mechanics was developed, featuring complex enemy behavior,
an inventory system, and a fully implemented boss encounter. The project focused on
creating challenging combat, responsive controls, and strategic resource management
to reflect the core elements of the Souls-like genre.
QT Chat
C++ / Qt / TCP / WebSockets / Client-Server Architecture / QTcpSocket /
QTcpServer / GUI / Serialization
A simple chat application was developed using the Qt framework, featuring both
server and client components. The application uses the TCP protocol to ensure reliable
message delivery and stable communication between multiple clients through the
server.
ESP32-Cam rover
C++ / ESP32 / ESP32-CAM / Web Server / TCP / Wi-Fi / Access Point / Video
Streaming / Embedded Systems / UART / IoT / PWM / Motor Control / Web
UI / HTTP
Designed and built a Wi-Fi-controlled rover using the ESP32-CAM module. The
device hosted its own access point and web server, enabling real-time video streaming
and remote control via any smartphone or browser without the need for an external
network.
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