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Klim

Unity Developer

Розглядає посади: Unity Developer, C# програміст
Вік: 24 роки
Місто проживання: Київ
Готовий працювати: Дистанційно
Розглядає посади:
Unity Developer, C# програміст
Вік:
24 роки
Місто проживання:
Київ
Готовий працювати:
Дистанційно

Контактна інформація

Шукач вказав телефон та ел. пошту.

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

Завантажений файл

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Unity Developer – Klim Klymenko
E-mail: [відкрити контакти](див. вище в блоці «контактна інформація»), Phone: [відкрити контакти](див. вище в блоці «контактна інформація»), LinkedIn: https://rb.gy/mf15is,
Telegram: @Kl1m9n41k, GitHub: https://github.com/Klim-Klymenko, Address: Southampton, United Kingdom

About Me
Unity Developer with 6+ years of commercial experience across mobile and PC projects. Strong background in
gameplay programming, systems architecture, performance optimization and cross-platform development. In
recent years, focused on mobile game development and live products. Experienced in shipping and maintaining
games on Google Play and App Store with end-to-end feature ownership throughout the full product lifecycle.

Key Skills
C#, Python, C++, ShaderLab/HLSL, Unity 3D/2D, SOLID, Git, GRASP, GoF, Clean Architecture, MVx, IoC, ECS,
FSM, Behaviour Tree, Utility AI, GOAP, ML, functional/procedural programming, async/multi-treaded
programming, REST API/UDP/TCP, multiplayer (Photon Fusion), Addressables, Remote Config, CI/CD,
Unit/Integration testing, A/B testing, LiveOps, IAP, monetization, analytics, localisation, optimization.

Experience
Eddy​ ​ ​ ​ ​ ​ ​ ​ ​ 02/2025 – 12/2025
Developed and drove end-to-end Unity-side delivery of a PC-based shooting range simulator used in classroom
and training environments, combining hands-on development with technical coordination across multiple teams.
Designed deployment tooling, including a custom launcher and CI/CD pipeline, streamlining updates and
configuration management across installations. Improved performance, rendering and overall stability on low-end
PCs, reduced build size by 25-30%, enabling deployment across 25+ installations and lowering critical runtime

🔗
issues by ~50%, significantly reducing on-site support incidents during rollouts.
Product page (distributed via ISN)

Panthera​ ​ ​ ​ ​ ​ ​ 01/2023 – 02/2025
Owned key gameplay systems, player-facing features, LiveOps content, player data and progression systems for
a mobile shooter (BoxHead), from early development through release and LiveOps support. Provided technical
leadership for feature delivery, coordinating implementation across developers and aligning solutions with design,
art and QA. Through LiveOps iterations and progression tuning achieved a 12-15% uplift in D1/D7 retention and
contributed to 10-12% ARPU/LTV growth. Improved product stability via performance, memory and build footprint
optimizations, reducing crash rate and ANRs by 30-35%. After stabilizing BoxHead, contributed to early
development of a second title (Soul Huntress, RPG). Projects reached a combined 1.5M+ installs on Google Play

🔗 🔗
and App Store.
Box Head: Google Play | App Store & Soul Huntress: Google Play | App Store

Deep Space Software​ ​ ​ ​ ​ ​ 10/2020 – 01/2023
Worked on an outsourced PC RTS project during early and mid-production stages prior to public release. Was
responsible for core gameplay (including unit and opponent AI), multiplayer and client-side systems, working
directly with the client, contributing to task breakdown, technical decision-making and code reviews. Achieved
stable large-scale RTS battles with 1500 active units at 50-60 FPS, reduced CPU bottlenecks by 40-50%, cut
multiplayer desync issues by 30-40% and reduced multiplayer traffic usage by ~30%, improving overall match

🔗
stability under large-scale load.
Steam page
Nereus​ ​ ​ ​ ​ ​ ​ ​ 11/2019 – 10/2020
Participated in the development of a narrative-focused Unity RPG for internal use by a private client. Built a
complete playable location and contributed to gameplay systems designed for PC and Android, adapting controls
and UI for desktop and mobile input. Communicated with the client during iterations and worked on visual
presentation through shaders and post-processing.

Languages
English (C1), Ukrainian (Native), Russian (Native), French (A2), Polish (A2).

Education
Otus — “Unity Professional” • 2021–2022
Ampli — “Unity Advanced” • 2018–2020

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