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Особисті дані приховані

Цей шукач вирішив приховати свої особисті дані та контакти, але йому можна надіслати повідомлення або запропонувати вакансію.

Цей шукач вирішив приховати свої особисті дані та контакти. Ви можете зв'язатися з ним зі сторінки https://www.work.ua/resumes/18503745/

Senior Unreal Engine Developer, Systems Architect

Місто проживання:
Житомир
Готовий працювати:
Дистанційно

Контактна інформація

Шукач приховав свої особисті дані, але ви зможете надіслати йому повідомлення або запропонувати вакансію, якщо відкриєте контакти.

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

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Це резюме розміщено у вигляді файлу. Ця версія для швидкого перегляду може бути гіршою за оригінал резюме.

D MY T R O V Y H I V S K Y I
S E N I O R U E 5 S Y S T E M S A R C H IT E CT | C + + E N G I N E E R | M U LT I P L AY E R & B A C K E N D

[відкрити контакти](див. вище в блоці «контактна інформація») | rikudosmpai.com | LinkedIn | Ukraine (Remote-only, B2B Contract)

P R O F E S S I O N A L S U M M A RY

Senior UE5 Systems Architect & C++ Engineer with 8+ years of commercial experience building server-authoritative
multiplayer infrastructure, proprietary graphics systems, and high-load backends. Architected Docker-orchestrated
dedicated server pipelines capable of managing 50+ concurrent UE5 instances. Delivered stable 72 FPS on Meta
Quest 3 under a strict 13.8ms frame budget through custom RHI/Vulkan optimizations. Highly proficient in low-level
C++ gameplay math and HLSL shader optimization. Currently acting as the primary technical architect for Play
Fusion Labs, delivering end-to-end UE5 solutions for incoming enterprise clients. Available for remote B2B
contracts.

CORE COMPETENCIES & TECHNICAL SKILLS

Languages: C++ (C++20/23, Advanced), Python, Blueprint (Advanced), SQL, HLSL.

Network & Backend: Server-Authoritative Architecture, High-Load Orchestration (Docker Engine API), REST API
Integration (FHttpModule), WSS Tunnels, JWT Auth, Client Prediction.

Engine & Graphics: Unreal Engine 4/5, Advanced 3D Math (Quaternions, Spatial Transforms), Render Targets, RHI
Programming, ENQUEUE_RENDER_COMMAND, Android Vulkan optimization.

UI/UX Pipeline: UMG/Slate, React-to-UE5 integration, Procedural UI Materials.

Architecture: Loosely coupled dependency design, Data-Driven logic, Technical Roadmapping.

PROFESSIONAL EXPERIENCE

Play Fusion Labs
Jan 2023 – Present
LEAD UE5 SYSTEMS ARCHITECT (CONTRACT)

Acting as the primary technical architect for incoming enterprise clients, collaborating with Project Management to
deliver complex end-to-end UE5 solutions.

Project: Cloud-based Pixel Streaming Platform Feb 2025 – Present

- Infrastructure & Security: Identified DDoS/Cloudflare risks in ephemeral cloud instances. Architected a secure
Web-to-UE "Token Handshake" to propagate JWT tokens via launch parameters, bypassing direct IP blocks.

- REST API & DX Toolkit: Engineered an asynchronous C++ authentication framework. Built a reusable Blueprint
API library with automatic token injection and UI-level rate-limiting, allowing UI artists to integrate backend
endpoints safely without touching C++.

- Performance: Handled complex JSON parsing with custom UJSONWrapper classes, achieving zero memory
leaks and preventing UI thread blocking.
Project: B2B VR Training Simulator for Meta Quest 3 Jan 2023 – Jan 2025

- Mobile VR Optimization: Achieved a stable 72 FPS on Meta Quest 3 (Android Vulkan) rendering high-poly
MetaHuman assets, delivered under a strict 13.8ms frame budget.

- Custom Volumetric Clipping: Engineered a custom C++ voxel 3D masking system to bypass native UE Groom
limitations on mobile hardware, enabling real-time dynamic interactions unavailable out of the box.

- RHI State Serialization: Implemented real-time Undo/Redo mechanics via low-level 3D Render Target
serialization (preserving RHI texture states directly into memory).

- Data-Driven Architecture: Decoupled interaction logic from rendering by splitting the architecture into State,
Tool, and Presentation layers.

Last Art Studio (Proprietary MMO Framework)
Mar 2022 – Present
LEAD SYSTEMS ARCHITECT

LA:FO (Multiplayer Flight Combat)

- High-Load Orchestration: Designed a backend capable of orchestrating 50+ concurrent UE5 Dedicated Server
instances via the Docker Engine API with dynamic spin-up and load balancing.

- Network Engineering & DPI Bypass: Engineered a Dual-Plane network: combat traffic via UDP (Epic Online
Services) and meta/control traffic via a custom C++20 coroutine WSS Tunnel (SOCKS5 over WebSocket)
masking through Cloudflare CDN, successfully solving DPI blocking issues.

- Data Compression (Bitpacking): Reduced equipment replication payload by ~70% via custom bitwise
operations—compressing a full Combat Manifest into a 16-byte matrix.

- Advanced C++ Gameplay Math: Developed custom UActorComponent architectures for procedural vehicle
and weapon control. Authored math libraries handling quaternions, spatial transformations, and predictive
aiming (lead calculation) with network interpolation and gimbal lock prevention.

- UI Pipeline & HLSL Optimization: Designed and currently implementing a highly performant React-to-UE5
(UMG/Slate) integration pipeline. Engineered custom HLSL shaders and procedural UI materials to drastically
reduce VRAM overhead and draw calls.

Likater Studio
Jan 2025 – Mar 2026
UNREAL ENGINE DEVELOPER

Project: Lyrvane Park (Core Dev & Release Prep)

- Gameplay Engineering: Implemented gameplay systems, architecture logic, and Blueprint-based mechanics
including complex puzzle interactions and environmental behavior.

- Production Integration: Contributed to active prototyping, debugging, and QA within a structured production
team environment, successfully delivering logic for a commercial Steam release: Lyrvane Park on Steam.
C O M M E R C I A L A S S E T S & P U B L I C AT I O N S

EasyREST — Commercial C++ Plugin, Epic Games FAB Marketplace (2026)
A comprehensive workflow toolset and REST API integration framework for Unreal Engine. Production-ready, fully
documented asset demonstrating clean C++ architecture and robust web-to-engine communication.

Red Moon Project — Concept Architecture & TGD Case Study
Comprehensive Technical Game Design document demonstrating expertise in technical roadmapping, modular
dependency management, and scope governance. (Available upon request)

E D U C AT I O N

B.S. in Electrical Power Engineering & Electromechanics
Zhytomyr Agrotechnical Professional College | Sep 2023 – Jun 2026

B.S. in Computer Engineering
Zhytomyr Polytechnic State University | Sep 2021 – Jun 2023

Junior Specialist in Software Engineering
Zhytomyr Agrotechnical Professional College | Sep 2018 – Jun 2021

L A N G U A G E S & E Q U I P M E NT

English: Professional Working Proficiency (B1/B2) — fluent in UE/C++ documentation, API specs, and async written
communication (Slack, Jira, Discord). Capable of conducting technical voice syncs with Tech Leads.

Ukrainian / Russian: Native.

Hardware: High-end remote development workstation (Ryzen 9 3950X, RTX 2080 Ti, 64GB RAM, 4TB NVMe SSD).
Meta Quest 3 for VR testing.

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