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Unity game developer

Розглядає посади:
Unity game developer, Unity 3D-програміст, Unity developer
Вік:
21 рік
Місто проживання:
Львів
Готовий працювати:
Вінниця, Дистанційно

Контактна інформація

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Yulia Zahorodnia
Unity Game Developer
22.10.2004(21 years old)
[відкрити контакти](див. вище в блоці «контактна інформація»)
[відкрити контакти](див. вище в блоці «контактна інформація»)
Lviv/Vinnytsia, Ukraine
Linkedin
SUMMARY
Unity / C# Software Engineer with 2+ years of commercial experience developing mobile and 3D games from
concept to production. Strong background in scalable and data-driven architecture, gameplay systems,
multiplayer development, networking, graphics, and performance optimization. Experienced in building
maintainable systems with C#/.NET, SOLID, dependency injection, REST APIs, Photon PUN 2, and backend
integration. Comfortable working across the full development lifecycle and using modern AI-assisted
development tools in day-to-day engineering workflows.
TECHNICAL SKILLS
Core Development: C# / .NET • Unity 2D/3D • OOP • Algorithms & Data Structures
Architecture: SOLID • Design Patterns • Dependency Injection (Zenject, VContainer) • Modular Architecture •
Data-Driven Development • Event-Driven Systems
Unity Ecosystem: DOTween • LevelPlay • UniTask • Remote Config • Addressables
Networking & Backend: Firebase • REST API • WebSockets • Photon PUN 2 • RPC • State Synchronization •
ASP.NET Core • Docker
AR/XR: Lens Studio (Snap AR)
Graphics & Performance: URP • Shader Graph • VFX Graph • Unity Profiler • Frame Debugger • Object Pooling •
Batching • Memory Optimization • Draw Call Optimization
AI Development: Claude Code • Codex
Tools: Git • GitHub / GitLab • Blender • Spine 2D
Platforms: Android • iOS • WebGL
SOFT SKILLS
Scrum • Initiative • Creativity • Adaptability
EXPERIENCE
Magnet House
April 2025 - August 2026
Middle Unity Game Developer
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 - Present
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
Junior Unity 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
Bachelor’s Degree in Software Engineering September 2022 - May 2026

LANGUAGE KNOWLEDGE
Ukrainian - native(C2)
English - upper-Intermediate(B2)

PROJECTS
The Last Sylvans(Commercial)
Developed a commercial mobile tower defense game in Unity from scratch, taking ownership of core
gameplay architecture and systems from implementation to production. Designed scalable and modular
systems for enemy AI, wave management, combat, heroes, progression, currency, traps, and game-state
management using SOLID principles, design patterns, and Zenject for dependency injection. Applied a data-
driven approach to gameplay configuration and balancing, enabling efficient iteration and content expansion
without changes to core logic. Used DOTween for responsive gameplay and UI animations, and
Addressables for asynchronous asset management and content loading. Integrated LevelPlay for ad
monetization and Firebase Analytics for tracking player behavior and engagement. Profiled and optimized
the game for mobile devices using object pooling, batching, Sprite Atlases, memory optimization, and draw-
call reduction to maintain stable runtime performance.
Link: The Last Sylvans
Crash Planet
Developed a cooperative 3D survival and defense game where players gather and process resources,
defend against enemies, and work together to repair a crashed aircraft.
Implemented real-time multiplayer with Photon PUN, covering session management, lobby coordination, and
networked gameplay interactions. Built a pregame customization system for role and appearance selection,
alongside interconnected mechanics for resource processing, item carrying, and aircraft repair. Integrated
two cinematic sequences, both featured in the gameplay showcase.
Structured the codebase into Core, Application, Gameplay, Infrastructure, and Presentation layers, using
Zenject for dependency injection and separation of responsibilities. Implemented gameplay visual effects in
URP, combining custom shader logic, material control through C#, and post-processing.
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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