Юлія
Unity game developer
- Розглядає посади:
- Unity game developer, Unity 3D-програміст, Unity developer
- Вік:
- 21 рік
- Місто проживання:
- Львів
- Готовий працювати:
- Вінниця, Дистанційно, Львів
Контактна інформація
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Отримати контакти цього кандидата можна на сторінці https://www.work.ua/resumes/12443105/
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Unity Game Developer
22.10.2004(21 years old)
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Lviv/Vinnytsia, Ukraine
HARD SKILLS SOFT SKILLS
Unity 3D/2D (WebGL, Android, iOS) Scrum
C#/.NET Initiative
Git (GitHub, GitLab) Creativity
Architecture: SOLID, Design Patterns, Zenject(DI) Adaptability
Analytics: Firebase
Monetization: LevelPlay (Unity Ads mediation)
Performance: Object pooling, mobile optimization, memory
management, draw call reduction
Tools: Photon PUN, Addressables, DOTween
Algorithms & Data Structures: collections, queues, stacks,
dictionaries, pathfinding basics
Async programming: Coroutines, async/await, Addressables async
loading
SUMMARY
Unity Game Developer with hands-on experience in C#, scalable game architecture, mobile optimization, and
monetization systems. I have developed games from scratch, including a tower defense project with fully
implemented gameplay systems, Unity Ads (LevelPlay mediation), and Firebase analytics. I work confidently
with SOLID principles, design patterns, and Zenject, and have practical experience with performance
optimization, multiplayer development using Photon PUN, and building maintainable gameplay systems.
EXPERIENCE
Magnet House
Game Developer April 2025
At Magnet House, I developed a tower defense game from scratch, designing and implementing scalable
architecture using SOLID principles and design patterns (State, Factory, Observer). I built core gameplay
systems including enemy behavior, progression, and interaction logic, using Zenject to maintain a clean and
modular codebase.
I integrated monetization with Unity Ads (LevelPlay) and implemented Firebase analytics to track player
behavior and engagement. I also optimized the game for mobile devices by applying object pooling,
reducing draw calls (batching, sprite atlases), and managing assets with Addressables, resulting in improved
performance and stable FPS.
Additionally, I worked with Git in a team environment, participated in sprint planning, and contributed to code
reviews.
GoIT(GoITeens)
GameDev Mentor January 2025
As a GameDev mentor, I taught teenagers the fundamentals of game development using Unity and C#,
covering both 2D and 3D development, physics, animation, and scripting. I designed structured learning
materials and practical assignments, helping students build their own mini-projects from scratch.
This role strengthened my ability to explain complex technical concepts in a clear and structured way, as well
as deepened my own understanding of core game development principles. I also tracked student progress,
provided individual feedback, and adapted my teaching approach to different learning styles.
AniDuo
Game Developer April 2024 - October 2024
At AniDuo, I worked on developing and maintaining gameplay features in Unity using C#. My responsibilities
included writing clean and structured code, identifying and fixing bugs, and improving overall game stability. I
implemented particle systems and animations to enhance visual feedback and user experience, and was also
involved in integrating various assets such as textures and models into the project.
During this time, I strengthened my understanding of OOP principles and improved code quality by applying
SOLID practices, while gaining hands-on experience working with real production tasks.
EDUCATION
Ivan Franko National University of Lviv
Specialty: Software Engineering September 2022 - May 2026
LANGUAGE KNOWLEDGE
Ukrainian - native(C2)
Russian - Proficiency(C1)
English - upper-Intermediate(B2)
PROJECTS
The Last Sylvans(Commercial)
Developed a runner-shooter prototype in Unity, implementing core gameplay systems including player
movement, enemy behavior, auto-shooting, and level progression.
Built the project with a modular architecture and clear separation of responsibilities, using Zenject for
dependency injection. Implemented systems for enemy spawning, level flow, UI, and game state
management. Focused on code maintainability and scalability through structured architecture and reusable
components.
Link: The Last Sylvans
Crash Planet
Crash Planet is a cooperative 3D survival-defense game developed in Unity. The project uses Photon PUN
for real-time multiplayer, including room creation, joining by room code, lobby synchronization, player
readiness, and synchronized scene loading. The lobby includes character customization, where players can
select their role and visual appearance before starting the game.
The gameplay is built around collecting matter from enemies, processing it into fuel batteries, carrying
aircraft parts, and repairing the crashed aircraft together. The game also includes synchronized win/lose
conditions, shared aircraft progress, and an intro cutscene between the lobby and gameplay scene.
The project follows a layered architecture with separated Core, Application, Gameplay, Infrastructure, and
Presentation layers. Zenject is used for dependency injection, helping keep systems modular, testable, and
easier to extend.
Link: Crash_Planet gameplay recording
Unity Runner Shooter
Developed a runner-shooter prototype in Unity, implementing core gameplay systems including player
movement, enemy behavior, auto-shooting, and level progression.
Built the project with a modular architecture and clear separation of responsibilities, using Zenject for
dependency injection. Implemented systems for enemy spawning, level flow, UI, and game state
management. Focused on code maintainability and scalability through structured architecture and reusable
components.
Link: Github Turret-Combat
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40300 грн, Івано-Франківськ, Львів , ще 4 міста