Сервіс пошуку роботи №1 в Україні
Віталій
Unity 3D-програміст
- Розглядає посади:
- Unity 3D-програміст, розробник мобільних застосунків, розробник ігор, C# програміст, .NET-програміст
- Місто проживання:
- Рівне
- Готовий працювати:
- Дистанційно, Рівне
Контактна інформація
Шукач вказав: ТелефонМесенджер
Прізвище, контакти та світлина доступні тільки для зареєстрованих роботодавців. Щоб отримати доступ до особистих даних кандидатів, увійдіть як роботодавець або зареєструйтеся.
Отримати контакти цього кандидата можна на сторінці https://www.work.ua/resumes/19748815/
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перегляду
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Vitalii Besarab
Rivne, Ukraine (remote)
[відкрити контакти ](див. вище в блоці «контактна інформація»)
[відкрити контакти ](див. вище в блоці «контактна інформація»)
github.com/xardasVB
Software Engineer with 8 years of experience building and shipping games
across PC, console, mobile, and WebGL. Strong background in C#, Unity,
SKILLS
gameplay and systems architecture, procedural generation, and performance
optimization. Experienced in client-server integration, reusable frameworks, Gameplay and systems architecture
and end-to-end feature ownership from technical design to production release. Mobile and WebGL optimization
Performance profiling
EXPERIENCE
Game backend integration and
Innovecs — Software Engineer (Unity3D)
services
October 2022 – Present
Procedural generation
Mobile (iOS, Android) and WebGL games with custom backends: a water sort puzzle,
a match-3 game, and a Web3/NFT game. Team of 2–3 engineers, 2 testers, 2–3 AI-assisted development
artists, a project manager, and a game designer.
LANGUAGES
• Delivered 3+ games from proof of concept to release on the App Store and
Google Play. The first game, built for a new client, led the client to invest in English (advanced)
two more projects. Ukrainian (native)
• Built the client–server layer: server communication, remote configs (game
changes without rebuilds, A/B testing), asset bundle loading from CDN, CERTIFICATION
analytics and Crashlytics. Microsoft Certified: Azure Developer
• Implemented gameplay and technical features end to end: pathfinding, Associate (AZ-204), 2023
physics, game logic, Addressables, loading, mesh generation and audio.
RECOGNITION
• Supported and extended the company’s in-house behavior tree architecture
(states, nodes, commands) and the shared libraries on top of it, used on Speaker, Games Gathering 2020:
both client and backend. Procedural generation and its use
• Created a tool that automatically upgrades legacy projects to newer versions cases
of the in-house behavior tree library. The Serpent Rogue: Games Gathering
• Improved client performance through memory and frame-time profiling, 2020 Best Conference Game Award
mesh optimization, and texture atlasing, meeting performance targets on The Serpent Rogue: DevGamm
low-end mobile devices while maintaining 99.5%+ crash-free sessions. Awards 2019 nominee
• Code review and technical documentation. Frequent Ludum Dare participant
• Held internal technical talks for the 20–30-person game development team;
built an internal project that speeds up onboarding of new employees.
Sengi Games — Software Engineer (Unity3D)
June 2019 – October 2022
The Serpent Rogue (Team17; PC, PS5, Xbox Series X|S, Switch; April 2022) and
Bosorka (Steam, Epic Games Store; April 2023).
• Built the procedural location generation system, optimized for low-end
devices; presented it at Games Gathering 2020.
• The Serpent Rogue: Developed combat, input, interaction, character
abilities, perks, weapon and projectile systems, inverse kinematics (IK), and
UI/UX features.
• Bosorka: designed the custom actions / conditions / events architecture;
built combat, projectile systems and enemies.
• Worked in a small cross-functional team of engineers, designers and artists.
Pinokl Games — Software Engineer (Unity3D)
June 2018 – May 2019
Party Hard 2 (tinyBuild; Steam, October 2018)
• Built a Twitch web extension that lets stream viewers take part in the game.
• Developed workshop (modding) tools.
• Built iOS/Android game prototype as a PoC
EDUCATION
National University of Water and Environmental Engineering
Master’s degree, Computer Science
September 2022 – January 2024
Bachelor’s degree, Software Engineering
September 2018 – June 2022
Academy of Computing Technologies STEP
September 2015 – May 2018
TECHNOLOGIES
Unity: Addressables and Asset Bundles, Animator, Particle System, Physics 2D/3D, Cinemachine, DOTween, Zenject, DOTS/ECS,
Editor tooling, WebGL/iOS/Android builds
Performance and mobile: Unity Profiler, Memory Profiler, Xcode Instruments, Firebase, analytics and Crashlytics
Architecture: C#, OOP, SOLID, design patterns, behavior trees, state machines, ECS, MVC / MVP / MVVM, dependency injection,
data structures
Backend and web: ASP.NET Core, ASP.NET MVC, REST APIs (stateful and stateless), SignalR, Entity Framework, LINQ, MS SQL
Server, NoSQL, CDN, Blazor, AngularJS, Postman, Web3
Networking and security: TCP, UDP, HTTP, WebSocket, long polling, SSH, RDP, JWT, Google and Facebook authentication
Cloud and process: Azure (Service Bus, Queue Storage, Event Grid, Event Hub, Functions, Container Apps, Cosmos DB, Redis,
Blob Storage), CI/CD, Git (Gitflow, GitHub Flow), testing (TDD, mocks, stubs)
Other languages: C++, Java, Python, JavaScript, PHP, Swift
AI tools: Claude Code, Codex, Cursor
Rivne, Ukraine (remote)
[
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github.com/xardasVB
Software Engineer with 8 years of experience building and shipping games
across PC, console, mobile, and WebGL. Strong background in C#, Unity,
SKILLS
gameplay and systems architecture, procedural generation, and performance
optimization. Experienced in client-server integration, reusable frameworks, Gameplay and systems architecture
and end-to-end feature ownership from technical design to production release. Mobile and WebGL optimization
Performance profiling
EXPERIENCE
Game backend integration and
Innovecs — Software Engineer (Unity3D)
services
October 2022 – Present
Procedural generation
Mobile (iOS, Android) and WebGL games with custom backends: a water sort puzzle,
a match-3 game, and a Web3/NFT game. Team of 2–3 engineers, 2 testers, 2–3 AI-assisted development
artists, a project manager, and a game designer.
LANGUAGES
• Delivered 3+ games from proof of concept to release on the App Store and
Google Play. The first game, built for a new client, led the client to invest in English (advanced)
two more projects. Ukrainian (native)
• Built the client–server layer: server communication, remote configs (game
changes without rebuilds, A/B testing), asset bundle loading from CDN, CERTIFICATION
analytics and Crashlytics. Microsoft Certified: Azure Developer
• Implemented gameplay and technical features end to end: pathfinding, Associate (AZ-204), 2023
physics, game logic, Addressables, loading, mesh generation and audio.
RECOGNITION
• Supported and extended the company’s in-house behavior tree architecture
(states, nodes, commands) and the shared libraries on top of it, used on Speaker, Games Gathering 2020:
both client and backend. Procedural generation and its use
• Created a tool that automatically upgrades legacy projects to newer versions cases
of the in-house behavior tree library. The Serpent Rogue: Games Gathering
• Improved client performance through memory and frame-time profiling, 2020 Best Conference Game Award
mesh optimization, and texture atlasing, meeting performance targets on The Serpent Rogue: DevGamm
low-end mobile devices while maintaining 99.5%+ crash-free sessions. Awards 2019 nominee
• Code review and technical documentation. Frequent Ludum Dare participant
• Held internal technical talks for the 20–30-person game development team;
built an internal project that speeds up onboarding of new employees.
Sengi Games — Software Engineer (Unity3D)
June 2019 – October 2022
The Serpent Rogue (Team17; PC, PS5, Xbox Series X|S, Switch; April 2022) and
Bosorka (Steam, Epic Games Store; April 2023).
• Built the procedural location generation system, optimized for low-end
devices; presented it at Games Gathering 2020.
• The Serpent Rogue: Developed combat, input, interaction, character
abilities, perks, weapon and projectile systems, inverse kinematics (IK), and
UI/UX features.
• Bosorka: designed the custom actions / conditions / events architecture;
built combat, projectile systems and enemies.
• Worked in a small cross-functional team of engineers, designers and artists.
Pinokl Games — Software Engineer (Unity3D)
June 2018 – May 2019
Party Hard 2 (tinyBuild; Steam, October 2018)
• Built a Twitch web extension that lets stream viewers take part in the game.
• Developed workshop (modding) tools.
• Built iOS/Android game prototype as a PoC
EDUCATION
National University of Water and Environmental Engineering
Master’s degree, Computer Science
September 2022 – January 2024
Bachelor’s degree, Software Engineering
September 2018 – June 2022
Academy of Computing Technologies STEP
September 2015 – May 2018
TECHNOLOGIES
Unity: Addressables and Asset Bundles, Animator, Particle System, Physics 2D/3D, Cinemachine, DOTween, Zenject, DOTS/ECS,
Editor tooling, WebGL/iOS/Android builds
Performance and mobile: Unity Profiler, Memory Profiler, Xcode Instruments, Firebase, analytics and Crashlytics
Architecture: C#, OOP, SOLID, design patterns, behavior trees, state machines, ECS, MVC / MVP / MVVM, dependency injection,
data structures
Backend and web: ASP.NET Core, ASP.NET MVC, REST APIs (stateful and stateless), SignalR, Entity Framework, LINQ, MS SQL
Server, NoSQL, CDN, Blazor, AngularJS, Postman, Web3
Networking and security: TCP, UDP, HTTP, WebSocket, long polling, SSH, RDP, JWT, Google and Facebook authentication
Cloud and process: Azure (Service Bus, Queue Storage, Event Grid, Event Hub, Functions, Container Apps, Cosmos DB, Redis,
Blob Storage), CI/CD, Git (Gitflow, GitHub Flow), testing (TDD, mocks, stubs)
Other languages: C++, Java, Python, JavaScript, PHP, Swift
AI tools: Claude Code, Codex, Cursor
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