Валерій
C# програміст
- Розглядає посади:
- C# програміст, Unity Game Developer
- Вік:
- 22 роки
- Місто проживання:
- Харків
- Готовий працювати:
- Дистанційно, Харків
Контактна інформація
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Unity Game Developer
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@VDobrotckiy My Linkedin profile
A bout me
I am a passionate Unity Game Developer with extensive hands-on experience in building both commercial
and non-commercial games.
Before tackling a complex task, I conduct research to review how others have implemented similar solutions,
in order to explore different approaches and select the most optimal one.
I enjoy exploring different approaches and technologies, as well as learning from others. This curiosity drives
me to continuously expand my skill set and apply the best practices from various sources, ensuring that I
stay on the cutting edge and contribute effectively to every project I work on.
EXPERIENCE (3 years+) S kills
Unity Game Developer at Midnight Works
Tech Stack/Tools
January 2024 - April 2026
Unity | C# | R3 | UniRx | UniTask |
Worked at a company specializing in developing Cinemachine | Solid | KISS | DRY |
games for multiple platforms, including PS4, PS5, and Optimization Tools | Frame Debugger |
Nintendo Switch.
Design Patterns | Adressables | Git |
Led projects from concept to full release, ensuring uGUI(Unity UI System) | SOLID | Zenject |
bug-free delivery and stable frame rates within 3–5- VContainer | async/await | DoTween |
month production cycles.
Spline System | NavMesh | LINQ |
Handled bug fixing, legacy game re-engineering, and Scriptable Objects | Jira | Clickup | IoC |
performance optimization.
Photon PUN | MVC/MVVM/MVP |
Successfully achieved a 2× frame rate improvement
in one of the company’s legacy projects.
Implemented numerous gameplay features and Personal skills
mechanics across various genres(Racing, Shooter, Strong analytical and problem solving skills |
Survival, Managment, Tuning, Fishing, 3D), some of Critical thinking | Adaptability | Attention
features were later integrated into other company to details | Team Collaboration
titles.
Introduced a performance benchmarking practice
after 3D artist updates to prevent late-stage
optimization issues caused by external teams.
Actively shared performance optimization L anguages
techniques for legacy projects during team meetings,
which helped save significant debugging time by Ukrainian – Native
identifying a non-obvious crash cause on PS4.
English – Upper-Intermediate
Actively participated in task estimation and overall
Russian – Native
project evaluation with the team.
Actively collaborated with Game Designers and the
Project Manager to resolve logical inconsistencies in
the Game Design Document.
e
T ch S tack:
EDUCATION
C#, Unity, R3, UniRx, UniTask, Zenject, VContainer, Threading, async/await,
DoTween, Animation, Canvas, Unity Profiler, Addressables, Git, SOLID, OOP, DRY,
KISS, Design Patterns, Scriptable Objects, LINQ, Cinemachine, Optimization
National Technical University
Tools, Frame Debugger, Spline System, NavMesh. «Kharkiv Polytechnic Institute»
Freelance Unity Game Developer(IOS/Android)
Bachelor’s Degree – Computer Science
November 2022 - January 2024 2020 - 2024 Kharkiv , Ukraine
C ollaborated via an intermediary with Stake.
Master’s Degree – Computer Science
Developed gameplay mechanics across various game 2024 - 2025 Kharkiv , Ukraine
genres, including titles released on iOS and featured
on the App Store.
Led projects from concept to final implementation,
and also performed post-launch improvements to
existing games.
Significantly improved performance of a project
heavily reliant on Unity UI and Canvas systems
(increased framerate by 40 fps).
Reduced level loading time by optimizing code
execution and scene object management.
e
T ch S tack:
C#, Unity, OOP, Design Patterns, Scriptable Objects, Cinemachine, Git, SOLID,
Profiler Tools, DoTween, UniTask, LINQ.
S ome of the projects I worked on at my previous company
Due to the NDA I`m allowed to share links only to projects I worked on from the very beginning
and that have already been released in online stores.
Junkyard Garage Simulator
https://www.youtube.com/watch?v=ClKVrRZX6tE4
I worked on a vehicle restoration and customization project built around repairing
damaged cars, improving their condition, and turning them into fully restored, visually
upgraded vehicles. The gameplay combined hands-on garage interaction, restoration
systems, and progression driven by vehicle transformation from scrapyard state to
final presentation.
So me implemented features:
Vehicle restoration and repair work flow
Car customization and visual upgrade system
Garage interaction and task progression system
UI flow for workshop, repair, and customization
features
Vehicle condition and transformation pipeline
The most challenging task was implementing the full restoration
pipeline, because a single vehicle had to move through multiple
gameplay and visual states consistently — from damaged and
rusted condition to repaired, customized, and presentation-ready
form — while keeping all systems synchronized and predictable for
the player.
Tune My Car 2025 (PS4, Nintendo version coming soon)
https://www.youtube.com/watch?v=pTrZUXClrDk&t=2s
I worked on this project together with a Game Designer, several 3D Artists, and a UI/UX
Designer. My responsibilities included implementing the technical part of the project
described in the Game Design Document, creating UI and all animations in the game.
So me implemented features:
U I interaction and animation system
Car upgrade and vehicle stats system
Player test drive system
Object interaction system
The most challenging task was implementing the auto preview
rendering system, which dynamically redraws the car preview
image for all menus after visual modifications (such as repainting,
part replacement, or rust removal).
S ome Other Projects I`ve worked on
During my work, I also performed remasters of several older company titles. I can’t
share the names or links due to NDA, but I can describe my role and responsibilities.
O ne of the most challenging projects was a farming simulator where players
transported goods across a large map, sowed fields with different crops, plowed
the land, harvested, sold produce, and unlocked new machinery to improve efficiency.
My responsibilities included reworking the UI system, adding animations and sound
effects, fixing gameplay and save-system bugs (for example, a bug where tractors
collided rear-first and flew into the air), and improving the overall player experience
(such as adjusting vehicle controllers for more responsive handling).
Another project was a firefighter simulator in which players took on the role of
a firefighter extinguishing fires throughout a city. My tasks included fixing numerous
bugs caused by outdated assets, correcting occlusion-culling issues, resolving crash
causes on the PS4 platform, configuring traffic-system assets, creating and integrating
a playable tutorial system, and performing deep optimization to achieve stable
framerate performance.
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