Резюме від 16 квітня 2024 Файл

Антон

Unreal Engine gameplay programmer

Вік:
20 років
Місто:
Київ

Контактна інформація

Шукач вказав телефон , ел. пошту та LinkedIn.

Прізвище, контакти та світлина доступні тільки для зареєстрованих роботодавців. Щоб отримати доступ до особистих даних кандидатів, увійдіть як роботодавець або зареєструйтеся.

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ABOUT ME
Middle Unity developer planning on switching to Unreal Engine. 1 year and 8
months of commercial experience as a Unity game developer. I am currently
quickly learning Unreal Engine. My previous background makes it very easy
and fast for me

WORK EXPERIENCE
Learning Unreal Engine 5
As an applied math student, I have a good knowledge of the C++
Anton Rozum language and STL library. So far these are the concepts that I've learned:
Enhanced Input System
UI Widget System
Nationality: Ukrainian Blueprint Anim Graph
Skeletal Mesh
Gender: Male Montages

08/2023 – 02/2024
CONTACT
Gameplay Programmer + AR technology OpenBiSea
 Kyiv, Ukraine (Home) • Worked with AR technologies such as Lightship ARDK. Implemented
a stable real-world ground-detecting system.
[відкрити контакти](див. вище в блоці «контактна інформація») • Worked with Mapbox SDK to display real-world maps, player
location, and other game pins on a map.
[відкрити контакти](див. вище в блоці «контактна інформація»)
• Worked with VideoKit SDK and set up in-game video and photo
 camera systems to record front and back cameras.
[відкрити контакти](див. вище в блоці «контактна інформація»)
• Worked with Pinata SDK to save and load players' data from the
anton-rozum-77317b1a1/ Pinata server.
• Worked with Addressables — reduced build size to fit Play and App
https://github.com/Batooon ( stores policies.
Github) • Constant communication with the designer to adjust new edits and
to understand the task clearly.
https://www.codewars.com/ • Worked with Android builds. Lots of experience with fixing Gradle
users/Anton Baton (Codewar build issues and other possible problems during the build
s) process.
• Worked with QA. Constantly keeping in touch when fixing bugs to
https://www.codingame.com/ quickly reproduce the problem and work the way to fix the
profile/ problem.
• Worked with complex UI widgets and windows. Circle menu UI,
4a026ddf091c7de690924a8c Tabs UI, Scroll widgets UI, etc.
b3b56c7d4405652 (Codinga
Website https://openbisea.io/
me)
https://t.me/AntoonBatoon ( 07/2022 – 07/2023
Telegram) Gameplay Programmer Pixel Master Entertainment
• Implemented the ability to knock down street poles, trees, and
other environmental objects.
• Implemented a reward system that can combine different rewards
in many places such as daily rewards, subscription packs, and
level finish rewards. Implemented basic currency reward, hard
currency reward, and new cars reward.
• Improved car controller, overall car stability, and feeling of control.
Picked the optimal parameters for the best control experience.
• Implemented different ways to purchase a car: basic currency, hard
currency, or watching some amount of rewarded ads.
• Implemented artificial car players to the levels to race with players.
• Implemented complex in-game progress notify animations, and
simple UI animations using the DoTween library.
• Discussed future update plans with the team based on current
game analytics and user interest. Used user conversion funnel
provided by gathered in-game analytics. Analyzed a lot of
analytics data and worked closely with designers and other
colleagues in the team to create new updates and increase ARPU.
We released new updates every week and, based on the received analytics, adjusted the next
update plans.
• Implemented custom editors for quickly setting up new cars in the game. Implemented other minor
custom editors for colleagues to help reduce their work time.
• Google Play/App Store in-app purchases/subscription integration.
• Ads integration. Clever Ads Solutions, IronSource. Implemented a useful system to quickly change the
ads platform in the project.
• Analytics integration(Flurry, Firebase) to gather anonymous data to get an understanding of how our
updates influence the user. What they like and what they don't to better plan our future updates.
• Reviewed pull requests from colleagues.
• Refactored legacy code with the near future updates in mind. Determined the axis of change.
• Worked on the project simultaneously with a game designer. Communicated a lot to get work done
as quickly and optimally as possible.
• Profiled builds to find performance bottlenecks
Website http://pmegames.com/

EDUCATION AND TRAINING
01/09/2020 – CURRENT Kyiv, Ukraine
Bachelor's degree in applied math Taras Shevchenko National University of Kyiv
• Linear algebra
• Differential equations
• Probability
Field of study Applied math

01/08/2018 – 01/03/2020 Kyiv, Ukraine
Game development With mentor

LANGUAGE SKILLS
MOTHER TONGUE(S): Ukrainian
Other language(s):
English

Listening B2 Spoken production B2
Reading B2 Spoken interaction B2
Writing B2

Levels: A1 and A2: Basic user; B1 and B2: Independent user; C1 and C2: Proficient user

ADDITIONAL INFORMATION
Projects
Third person RPG in Unity Implemented base architecture with IoC pattern. Implemented melee
fighting. Worked with animation layers, and blend trees. Adjusted imported animations from Mixamo.
Worked with terrain data to respawn enemies at valid terrain height.
Link https://youtu.be/pFm7q5YXYYs

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