Сервіс пошуку роботи №1 в Україні
Микита
Unity developer
- Вік:
- 24 роки
- Місто:
- Харків
Контактна інформація
Шукач вказав: ТелефонЕл. поштуМесенджер
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KOZIN MYKYTA SENIOR UNITY DEVELOPER
Telegram: @Netot_Nikita • [відкрити контакти ](див. вище в блоці «контактна інформація») • [відкрити контакти ](див. вище в блоці «контактна інформація») • Linkedin (hyperlink)
SUMMARY
I have over then 5+ years of experience engineering scalable, cross-platform game architectures.
Specialized in Data-Driven systems, Dependency Injection, and robust memory management
(Addressables) to ensure LiveOps scalability from prototype to commercial release. Adept at driving
technical alignment across Engineering, Game Design, and Art by translating complex business
requirements into precise technical documentation and system algorithms.
TECHNICAL STACK & EXPERTISE
Architecture & Core: C#, Unity, Dependency Injection (Zenject), Asynchronous Programming
(UniTask), UniRx, Addressables, fast prototyping MVP, Data-driven architecture.
Gameplay & Visuals: Spine 2D, Cinemachine, DOTween, Finite State Machines, Canvas
Optimization & Draw Call Batching, Grid-based Logic & Cascading Systems
Monetization: Unity IAP, Ad Mediation (AppLovin, ironSource, AdMob, Unity Ads)
SDKs & Analytics: Firebase (Analytics, Crashlytics, Notification, Remote Config, A/B testing), Deep
Links, Push Notifications, AR (Vuforia, ARcore), Unity Gaming Services
DevOps & Releases: Version Control (Git, Gtihub, Bitbucket), Unity DevOps (CI/CD), App Store &
Google Play Publishing, Pull Request Management & Code Review, Changelog Maintenance
Processes & Tooling: Atlassian Ecosystem, Trello, Notion, Technical Documentation &
Maintenance, Full Software Development Life Cycle (SDLC), Technical Debt Management &
Roadmapping, Custom Editor Scripting & Tooling
Leadership & Collaboration: Senior Mentoring & domain onboarding, Cross-functional
Collaboration, Technical Strategy, Architecture Decisions and Solutions, Knowledge Sharing &
Documentation Leadership, Establishing Engineering Standards, Data Validation & Safeguarding,
Business-to-Tech Translation / Feature Deconstruction
PROFESSIONAL EXPERIENCE
CTO & Senior Unity engineer | Trillex September 2025 - September 2026
Data-Driven Architecture: Designed and implemented a scalable Config Layer based on Zenject,
replacing a monolithic data class. Developed a three-layer architecture (ConfigRegistry, in-memory
ConfigStore, ConfigLoader with Remote-to-Local fallback), which reduced the addition of new
configs to a single line of code and reduced redundant memory allocations.
Separation of Concerns & LiveOps: Resolved SRP violations by separating DTOs into read-only
configurations and local states. Migrated critical parameters to Remote Config, enabling remote
balance management without client updates.
Data Safety: Developed a save migration pipeline for object signature changes and implemented
strict control over the minimum allowed build version. Developed an external data validator for
game designers, preventing invalid configs from reaching production.
Initiated the maintenance of a centralized Changelog.md to track changes between project
versions. Systematized technical documentation for the core project processes.
SDK Integration & A/B Testing: Implemented infrastructure for A/B testing (Remote Config) and
integrated a full stack of third-party services: Unity IAP, Firebase Analytics, Crashlytics, and a Push
notification system.
Mentorship: Led onboarding for Senior-level developers into the specifics of the project's domain
logic, performed code reviews, and managed Pull Request merges.
Initiated the overhaul of the user tutorial based on the analysis of player behavior and drop-off
points at the early stages of the game. Following the changes, the onboarding completion rate
increased from 35% to 85%.
Initiated systematic refactoring of legacy code to improve the scalability of existing systems and
reduce the cost of succeeding development. Mitigated architectural bottlenecks, reduced code
duplication, and decreased the number of temporary allocations in runtime code, which reduced
GC Spikes.
Performed technical triage of existing technical debt: identified architectural and codebase
issues, evaluated their impact on development, and ranked tasks by priority.
SDLC: Ensured the full development cycle of the project: from designing the base architecture
and prototyping to a successful commercial release on Google Play.
Live Support: Provided technical support for the project post-release: analyzed crash reports and
promptly released Day-1 patches to eliminate critical bugs in production.
Co-Founder & CTO | Independent Game Studio March 2025 - September 2025
Architecture from scratch (Full-cycle): Designed a mobile roguelike strategy — from tech stack
selection to a scalable prototype.
Systems and algorithms: Translated product ideas into concrete math and clear technical
documentation for the team (art, game design).
Data-Driven approach: Moved meta and economy balance into independent configs. Game
designers can safely adjust everything without touching the code.
Optimization (Addressables): Configured dynamic asset loading to offload RAM and control the
final build size.
Estimation and decomposition: Analyzed new features at the idea stage to immediately identify
architectural risks, break down tasks, and provide accurate timelines.
Documentation: Built a convenient and transparent structure for technical specifications in
Atlassian.
CTO & Senior Unity engineer | KstudioLV September 2024 - March 2025
Architecture & LiveOps: Created a flexible codebase geared toward for active live operations.
Features scale easily without accumulating technical debt.
Deep Optimization: Reduced build size by 40%, accelerated loading and rendering. Configured
Addressables, asset compression, and regular profiling.
Roadmapping: Fully managed the engineering backlog, allocated resources, and prioritized
tasks for predictable and stable releases.
Team Synchronization: Translated product business requirements into clear technical tasks.
Established a transparent workflow between development, Art, Game Design, and QA.
KEY PROJECTS HIGHLIGHTS
Midcore (Autobattler, Roguelite Strategy): Developed a comprehensive combat system
supporting a large variety of units, unique abilities, and dynamic status effect stacking.
Designed a highly deterministic combat simulation for precise outcome replication.
Casual & Puzzle (Match-3, Block Blast): Implemented grid logic, matching algorithms, and
modular level systems. Created a custom in-editor tool for content generation, which reduced
new level creation time by 60%. Integrated Custom Event Queues and Sequence Scripting to
manage the interaction of elements on the board.
Hypercasual, Arcade and AR: Ensured rapid prototype iterations and full-cycle development up
to global release. Integrated monetization solutions (IAP and ad mediation) and optimized
performance for low-end mobile devices using Addressables.
LANGUAGE EDUCATION
Ukrainian - native Kharkiv National University of Radio Electronics (NURE)
English - professional PhD Candidate in Computer Engineering (Electronic Computing Machines)
B2 | 2025 – 2029 (Expected)
Master’s Degree in Computer Engineering | 2023 – 2025
Bachelor’s Degree in Computer Science | 2019 – 2023
Telegram: @Netot_Nikita • [
SUMMARY
I have over then 5+ years of experience engineering scalable, cross-platform game architectures.
Specialized in Data-Driven systems, Dependency Injection, and robust memory management
(Addressables) to ensure LiveOps scalability from prototype to commercial release. Adept at driving
technical alignment across Engineering, Game Design, and Art by translating complex business
requirements into precise technical documentation and system algorithms.
TECHNICAL STACK & EXPERTISE
Architecture & Core: C#, Unity, Dependency Injection (Zenject), Asynchronous Programming
(UniTask), UniRx, Addressables, fast prototyping MVP, Data-driven architecture.
Gameplay & Visuals: Spine 2D, Cinemachine, DOTween, Finite State Machines, Canvas
Optimization & Draw Call Batching, Grid-based Logic & Cascading Systems
Monetization: Unity IAP, Ad Mediation (AppLovin, ironSource, AdMob, Unity Ads)
SDKs & Analytics: Firebase (Analytics, Crashlytics, Notification, Remote Config, A/B testing), Deep
Links, Push Notifications, AR (Vuforia, ARcore), Unity Gaming Services
DevOps & Releases: Version Control (Git, Gtihub, Bitbucket), Unity DevOps (CI/CD), App Store &
Google Play Publishing, Pull Request Management & Code Review, Changelog Maintenance
Processes & Tooling: Atlassian Ecosystem, Trello, Notion, Technical Documentation &
Maintenance, Full Software Development Life Cycle (SDLC), Technical Debt Management &
Roadmapping, Custom Editor Scripting & Tooling
Leadership & Collaboration: Senior Mentoring & domain onboarding, Cross-functional
Collaboration, Technical Strategy, Architecture Decisions and Solutions, Knowledge Sharing &
Documentation Leadership, Establishing Engineering Standards, Data Validation & Safeguarding,
Business-to-Tech Translation / Feature Deconstruction
PROFESSIONAL EXPERIENCE
CTO & Senior Unity engineer | Trillex September 2025 - September 2026
Data-Driven Architecture: Designed and implemented a scalable Config Layer based on Zenject,
replacing a monolithic data class. Developed a three-layer architecture (ConfigRegistry, in-memory
ConfigStore, ConfigLoader with Remote-to-Local fallback), which reduced the addition of new
configs to a single line of code and reduced redundant memory allocations.
Separation of Concerns & LiveOps: Resolved SRP violations by separating DTOs into read-only
configurations and local states. Migrated critical parameters to Remote Config, enabling remote
balance management without client updates.
Data Safety: Developed a save migration pipeline for object signature changes and implemented
strict control over the minimum allowed build version. Developed an external data validator for
game designers, preventing invalid configs from reaching production.
Initiated the maintenance of a centralized Changelog.md to track changes between project
versions. Systematized technical documentation for the core project processes.
SDK Integration & A/B Testing: Implemented infrastructure for A/B testing (Remote Config) and
integrated a full stack of third-party services: Unity IAP, Firebase Analytics, Crashlytics, and a Push
notification system.
Mentorship: Led onboarding for Senior-level developers into the specifics of the project's domain
logic, performed code reviews, and managed Pull Request merges.
Initiated the overhaul of the user tutorial based on the analysis of player behavior and drop-off
points at the early stages of the game. Following the changes, the onboarding completion rate
increased from 35% to 85%.
Initiated systematic refactoring of legacy code to improve the scalability of existing systems and
reduce the cost of succeeding development. Mitigated architectural bottlenecks, reduced code
duplication, and decreased the number of temporary allocations in runtime code, which reduced
GC Spikes.
Performed technical triage of existing technical debt: identified architectural and codebase
issues, evaluated their impact on development, and ranked tasks by priority.
SDLC: Ensured the full development cycle of the project: from designing the base architecture
and prototyping to a successful commercial release on Google Play.
Live Support: Provided technical support for the project post-release: analyzed crash reports and
promptly released Day-1 patches to eliminate critical bugs in production.
Co-Founder & CTO | Independent Game Studio March 2025 - September 2025
Architecture from scratch (Full-cycle): Designed a mobile roguelike strategy — from tech stack
selection to a scalable prototype.
Systems and algorithms: Translated product ideas into concrete math and clear technical
documentation for the team (art, game design).
Data-Driven approach: Moved meta and economy balance into independent configs. Game
designers can safely adjust everything without touching the code.
Optimization (Addressables): Configured dynamic asset loading to offload RAM and control the
final build size.
Estimation and decomposition: Analyzed new features at the idea stage to immediately identify
architectural risks, break down tasks, and provide accurate timelines.
Documentation: Built a convenient and transparent structure for technical specifications in
Atlassian.
CTO & Senior Unity engineer | KstudioLV September 2024 - March 2025
Architecture & LiveOps: Created a flexible codebase geared toward for active live operations.
Features scale easily without accumulating technical debt.
Deep Optimization: Reduced build size by 40%, accelerated loading and rendering. Configured
Addressables, asset compression, and regular profiling.
Roadmapping: Fully managed the engineering backlog, allocated resources, and prioritized
tasks for predictable and stable releases.
Team Synchronization: Translated product business requirements into clear technical tasks.
Established a transparent workflow between development, Art, Game Design, and QA.
KEY PROJECTS HIGHLIGHTS
Midcore (Autobattler, Roguelite Strategy): Developed a comprehensive combat system
supporting a large variety of units, unique abilities, and dynamic status effect stacking.
Designed a highly deterministic combat simulation for precise outcome replication.
Casual & Puzzle (Match-3, Block Blast): Implemented grid logic, matching algorithms, and
modular level systems. Created a custom in-editor tool for content generation, which reduced
new level creation time by 60%. Integrated Custom Event Queues and Sequence Scripting to
manage the interaction of elements on the board.
Hypercasual, Arcade and AR: Ensured rapid prototype iterations and full-cycle development up
to global release. Integrated monetization solutions (IAP and ad mediation) and optimized
performance for low-end mobile devices using Addressables.
LANGUAGE EDUCATION
Ukrainian - native Kharkiv National University of Radio Electronics (NURE)
English - professional PhD Candidate in Computer Engineering (Electronic Computing Machines)
B2 | 2025 – 2029 (Expected)
Master’s Degree in Computer Engineering | 2023 – 2025
Bachelor’s Degree in Computer Science | 2019 – 2023
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