Сервіс пошуку роботи №1 в Україні
Евгенiй
Senior, Staff Unity Engineer, Game Architecture Expert
- Вік:
- 37 років
- Місто проживання:
- Київ
- Готовий працювати:
- Дистанційно
Контактна інформація
Шукач вказав: ТелефонЕл. поштуLinkedIn
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G AME DEVELOPMENT SINCE 2007
I design game architecture, build gameplay and
years in
rendering systems, and optimize performance for years in game
development
architecture &
leadership
mobile and PC games in Unity.
View LinkedIn ↗ primary engine primary language
[відкрити контакти ](див. вище в блоці «контактна інформація») Ukrainian Native or Bilingual
[відкрити контакти ](див. вище в блоці «контактна інформація») ↗ Russian Native or Bilingual
Telegram: @JesObertyukh ↗ English Professional Working
Time zone: CEST
Game Architecture Unity Rendering Architecture: Built-in & URP Backend & Distributed Systems
Gameplay Systems C#, C & C++ Shader Graph / HLSL / Cg Reliability & Fault Tolerance
Technical Design & Game Rules ECS, DOD, Unity Jobs & Burst Technical Art Engineering Tools, CI/CD & Content Pipelines
Multiplayer & Networking Algorithms & Data Structures CPU/GPU Pro�ling & Optimization Technical Leadership & Mentoring
Client/Server Architecture Editor Tooling & Automation Voxel & Procedural Systems Architecture Audits & Project Rescue
01 / RENDERING & GRAPHICS
SYSTEMS
I connect rendering architecture, shaders, and content work�ows to meet visual goals within
hardware constraints. I extend Unity’s Built-in and Universal Render Pipelines, including custom
URP Renderer Features and passes, and work with artists and programmers on lighting, materials,
meshes, batching, overdraw, and bandwidth.
→ →
Visible polygons in full-map views, Combat Master Battle Royale Batches: ~52 on standard maps;
preserving distant detail. map on Xiaomi Mi A2. below 100 on Battle Royale.
In lead roles, owned rendering decisions, task estimation and decomposition,
and code review. Often served as the team’s primary rendering specialist,
implementing solutions directly or giving actionable feedback on problems
and proposed �xes.
Built single-camera URP rendering with custom passes and Renderer
Features, including a sniper scope with controlled render ordering and
overdraw. Optimized water and caustics, lightmap UVs, and antialiasing for
distant detail.
Replaced conventional LODs and distance hiding, preserving full-map detail
without visible transitions within a 40–70 MB impostor texture budget.
Built a material-library editor tool that uni�ed each map under one material
and texture arrays, improving batching and GPU bandwidth while making
duplicate or overly similar textures easy to identify.
HLSL/Cg and Shader Graph custom code for stylized lighting and shadows,
vegetation sway, atlas-based rendering, impostors, materials, and VFX. Built
radial fog that outperformed Unity’s linear fog in the target project, and
optimized mesh rendering using compressed vertex attributes.
Pro�led across iOS and Android GPU families and resolved severe shader
performance issues on iOS. Kept shader code shared where practical, adapting
logic for OpenGL ES and handling texture format and compression
di�erences between mobile and PC.
Mentored two modelers into technical artists through hands-on training in
DCC-to-GPU geometry, vertex splitting, triangulation, mesh attributes,
batching, shader-stage decisions, and how camera distance and project-
speci�c content shape real rendering cost, enabling them to lead artist–
programmer coordination.
Unity Pro�ler, Frame Debugger, Rendering Debugger, RenderDoc, Metal
Debugger, and Snapdragon Pro�ler.
02 / ENGINEERING
I design technical foundations and complex gameplay systems from architecture through production
support, connecting game design, networking, rendering, technical art, QA, content, and delivery into
clear, testable systems. This work has eliminated recurring integration and reliability failures and
produced resilient client/server �ows with seamless reload and reconnect across multiplayer and single-
player FPS, Battle Royale, voxel and sandbox games, racing, strategy, runners, and roguelike shooters.
Game-design study since 2007 helps me turn intent into coherent rules.
Across lead, CTO, and independent consulting roles, I audit game �ow, ownership, dependencies,
testability, and hot paths, then make focused changes that restore boundaries, reduce coupling, and
recover iteration speed without unnecessary rewrites. I’ve also led hiring and mentored programmers
and technical artists through project setup, rescue, production work�ows, and technical decisions.
Launch directly into the required Maintained exceptionally high Many gameplay features in about
gameplay state or test case. feature throughput in a small two days; complex UI screens in
engineering team. two to three.
03 / ARCHITECTURE IN FLEXY.FUN
PRACTICE
Flexy.Fun is my long-term personal engineering initiative. Since 2010, I’ve been developing an original,
general-purpose game-architecture approach. Its current Unity-native implementation feels like an
extension of Unity, preserves modularity, testability, and iteration speed, and leaves game-speci�c
development unconstrained. Flexy.Bricks / ToYs de�nes the methodology; Flexy.Framework turns it into
practical systems, templates, and publicly available packages.
An architectural methodology re�ned since 2010 to preserve modularity, testability,
and iteration speed without �ghting Unity or restricting game-speci�c
development. Each unit can run independently in dedicated development and test
scenes for fast implementation, debugging, manual veri�cation, and automated
testing.
Flexy.Framework turns this methodology into a Unity-native architectural
foundation. It de�nes how systems are composed, owned, initialized, connected, and
tested across the entire game, while leaving game-speci�c design unconstrained.
This gives projects clear boundaries, predictable �ow, and fast iteration as they grow.
Documentation, templates, and packages are publicly available on GitHub and the
Unity Asset Store.
Flexy.Tools Flexy.AssetRefs Flexy.GameFlow Flexy.UI
04 / WORK TOGETHER I’m open to:
• Senior / Sta� Unity Engineer or Game Architect roles — broad hands-on ownership across gameplay,
rendering, systems, tools, and production.
• Senior / Lead Unity Rendering Engineer or engineering-focused Technical Artist roles.
• Independent consulting — architecture audits, project rescue, and technical mentoring.
05 / WORK EXPERIENCE
Mar 2025 CUBIC GAMES
Aug 2026
1 yr 6 mos
Owned the core client/server and gameplay architecture for Pixel Gun 2, a voxel-based multiplayer
FPS built with Unity and Photon Fusion
Designed the end-to-end game lifecycle covering initialization, metagame, core gameplay, transitions, reloads,
reconnects, and shutdown, and structured game services and dependency injection around GameContexts
Built controllable Photon Fusion simulation and presentation pipelines with explicit server-only, client-only, and
shared-simulation boundaries, using ECS/DOD principles and message-bus communication
Optimized gameplay and voxel-destruction synchronization, movement prediction, input latency and precision,
hanging voxels, and destruction-driven NavMesh rebuilding
Decoupled game modes from maps and enabled direct Play Mode, host, and client startup from gameplay maps
with synchronous frame-0 initialization
Optimized low-end mobile performance with algorithms, Jobs, Burst, and DOD; introduced ECS thinking and ECS/
NetCode-ready boundaries without a project-wide rewrite
Modernized supporting systems with C# 10, FEPM, an Addressables-based on-demand asset pipeline, and a �exible
audio subsystem
Pixel Gun 2 Pixel Gun 2 on Steam
Mar 2023 ALFA BRAVO INC
Mar 2025
2 yrs 1 mo
Developed and optimized gameplay, Photon Bolt networking, rendering, and content-delivery
systems for Combat Master, an online multiplayer Battle Royale FPS
Built a runtime depth-aware impostor system that increased full Battle Royale map performance from below 10 to
30 FPS on Xiaomi Mi A2, reducing visible geometry from 1.6–1.8M to ~500K polygons
Built a texture-array material library and optimized meshes and attributes, reducing mobile GPU bandwidth while
rendering standard maps in ~52 batches and Battle Royale in under 100
Designed the complete Content Update architecture covering asset layout, bundle versioning and assembly, and
delivery through Google Play Asset Delivery
Moved content-bundle assembly out of the monolithic build script into a modular task-based pipeline shared by
local and CI builds
Implemented networked moving platforms and a networked train, alongside vehicle systems
Implemented perks, fully rebindable gamepad input, a player-pro�le editor, and ScriptableObject client-side tamper
protection
Continued supporting the team through periodic consulting on architecture, technical art, reusable Unity systems,
and scalable backend solutions suitable for a team without dedicated backend specialists
Combat Master: Season 5 Combat Master: Welcome to
Combat Zone!
Jun 2018 D.A .W.STUDIO
Mar 2023
4 yrs 10 mos
Led a four-person engineering team with end-to-end ownership of technical development across a
studio of about 20 people—from architecture and technology selection to gameplay, backend,
rendering, tools, production systems, QA integration, and delivery—while remaining hands-on in the
architecture, implementation, and production trade-o�s of every major subsystem
Designed and built from scratch the architecture for four games: two online multiplayer sniper
games, a single-player runner, and a single-player roguelike shooter
Kept complete game scenes within roughly 50–100 rendering batches through rendering, shader, and technical-art
optimization
Optimized water and caustics rendering for an island map while preserving its visual quality
Consolidated layered rendering into a single-camera URP pipeline, replacing auxiliary cameras with Render
Features
Built a single-camera sniper-scope renderer that rendered zoomed and unzoomed regions together with
controlled render order, camera shifts, and minimal overdraw
Improved lightmap UV layouts to preserve quality at low atlas resolutions; implemented antialiasing that kept road
markings crisp at shooting distances beyond one kilometre
Adjusted UI art production to achieve hardware-assisted antialiasing with negligible runtime cost
Across all four projects, a team of three to four programmers delivered many gameplay features in about two days
and complex UI screens in two to three days, making content and con�guration the primary production constraints
Enabled direct startup into the required gameplay or test state in about one to two seconds
Designed a Scrum delivery model using relative complexity, historical velocity, and Value/Time prioritization to
improve planning predictability
Built a Jira and Con�uence work�ow unifying feature speci�cation, implementation, QA acceptance, and
permanent documentation, combining User Stories, Job Stories, and JTBD with testable game rules and QA-owned
�nal acceptance
Separated department backlogs from work assigned to individuals, making ownership, available capacity, and
unallocated work visible
Partnered with game designers on story and gameplay across all four projects, translating design intent into
consistent rules and resolving con�icts between features
Simpli�ed UI/UX by reducing unnecessary clicks and screen clutter while making interaction rules more consistent
and learnable
Selected and hired key specialists, supported the growth of junior and mid-level programmers, and coached artists
in technical production and optimization
Built a reproducible CI/CD pipeline around a Unity-owned build process, allowing developers and the build server to
produce the same builds with the same con�guration
Owned asset and content pipeline architecture across studio projects, including content organization, build
work�ows, and delivery
Designed the communication architecture spanning ASP.NET Core metagame services and UDP battle servers, with
o�ine operation and seamless reconnect; the same resilience model was later adopted independently by Combat
Master and preserved player continuity during a prolonged backend outage
Designed a custom networking layer over Unity Transport for both online multiplayer sniper games
Designed battle-server orchestration, built a Python supervisor for managing processes on battle-server
machines, and owned backend scaling decisions
Built an ASP.NET Core player-pro�le service and matchmaker backed by MongoDB and Redis
Created MC-VmV, an MVVM-derived architectural pattern supporting the same application structure in single-
player and server-backed games
Built a Game Design Information system that translated gameplay rules into structured, reusable con�guration
models, giving designers clear control over gameplay systems
Built reusable client-side systems for player pro�les, UI windows, asset bundles, battle quests, and game-designer-
friendly IAP
Built the entire CoreGame on an ECS-based foundation using Unity Entities, spanning movement, weapon �ring,
ballistics, controllable bullet-sprites, network synchronization, and other gameplay subsystems
Built level-design and pathing tools with integrated animation and camera controls
Cyberstrike Animals Happy Run Sniper League: The Island Death Dealers
Dec 2016 TELLURION MOBILE GAMES
Jun 2018
1 yr 7 mos
Improved performance and gameplay foundations for RealmCraft, a released mobile voxel sandbox
Optimized CPU-baked voxel chunk lighting and rendering, shaders, culling, and radial fog while minimizing
fragment-shader work; helped design delta updates that add or remove one light’s contribution instead of
recalculating every light in the a�ected area
Designed extensible mob AI and accelerated path�nding
Rebuilt voxel-world movement for stability, performance, and customization
Built working RealmCraft VR versions for Gear VR and HTC Vive, optimizing rendering and implementing VR-
speci�c camera movement and controls
RealmCraft with Skins Export
to Minecraft
Jun 2016 SERIOUS CAKE
Dec 2016
7 mos
Led the Unity client for Age of Phoenix: Wind of War, a 4X strategy game backed by Akka.NET
Improved runtime performance, reduced build size, and streamlined UI production for faster feature iteration
Built an editor tool that exposed existing Unity Texture Importer dimension controls to designers, helping them
choose more e�cient imported texture sizes and reduce unused atlas space
Contributed selected Akka.NET backend features while retaining primary ownership of the Unity client
Conducted technical interviews, mentored programmers and technical leads, and coached artists in technical
production and optimization
Age of Phoenix: Wind of war
Jan 2015 WARGAMING.NET
Jun 2016
1 yr 6 mos
Led client development for REVOLT across architecture, client/server systems, gameplay, and
optimization
Architected the battle-map rendering path to run reliably on iPad 2, using explicit object ordering to minimize
overdraw while preserving batching
Developed custom stylized shaders, lighting, shadow receiving, and shadow casting to support the hand-drawn
visual direction
Established a collaborative technical-art work�ow to translate art direction into the game’s visual style and
mentored the technical artist in rendering and production practices
Rebuilt and stabilized the client architecture, restoring development �ow and establishing reusable foundations
for subsequent features
Built a universal, fault-tolerant client/server command �ow for simultaneous-turn gameplay, ensuring both clients
replayed the same authoritative outcome
Worked in a mentor-guided Scrum team with rotating responsibilities and continuous improvement through
retrospectives, later applying those practices as CTO
REVOLT Tank Battle
Sep 2014 PLARIUM
Dec 2014
4 mos
Developed core technology for Motorplanet, a mobile multiplayer racing game
Implemented network synchronization
Built an in-editor track builder for rapid greybox iteration, allowing designers to place a car and drive any section
before handing the track to the art team
Motorplanet
Aug 2014 8D STUDIO
Sep 2014
2 mos + advisory
support
Joined for a prede�ned two-month Unity engagement to design and implement the core
architecture and part-based character-rendering system at the center of Sketch Tales, a single-
player voxel adventure for Steam
Handed development to the internal team as planned and continued advising through most of the
project’s later production
Sketch Tales
Aug 2013 WEST-GAMES
Jul 2014
1 yr
Owned technical direction and system architecture for Seaker, a client/server hidden-object game
built around 3D panoramas
Built the game’s client/server functionality using Unity Legacy Networking
Designed a uni�ed shader and material approach that reduced the game’s rendering to roughly seven batches
Feb 2012 GOGAMES
Jul 2013
1 yr 6 mos
Led system architecture and hands-on C# server development for World of Fishing, de�ning the
client/server communication protocol and supporting development of the Flash client
Led the backend data migration from SQL to MongoDB and Redis, establishing a stack later reused at West-Games
and D.A.W.Studio
World of Fishing
Dec 2009 GSC GAME WORLD
Dec 2011
2 yrs 1 mo
Developed game logic and production tooling for S.T.A.L.K.E.R. 2
Worked across C and C++ engine runtime and gameplay code, C# editor tooling, and the Managed C++ interop layer
connecting them
Built an editor-tooling framework including a property grid, curve editor, and foundational node editor
Implemented gameplay systems including proximity triggers and centralized projectile management
S.T.A.L.K.E.R. 2
Jun 2007 SONELLY
Nov 2009
2 yrs 6 mos
Developed game systems and engine infrastructure in C# for a custom XNA-based .NET 3D engine
Designed a JSON-based scene format supporting object hierarchies, components, loading, and persistence
Implemented player save and load persistence
Built scene-e�ect rendering and smooth transitions between scenes
Developed hidden-object gameplay with an inventory system
Implemented match-3 gameplay logic
Developed a character-recoloring shader supporting multiple color variants
A R C H I T E C T U R E FO R FA ST I T E R AT I O N AT S C A L E
LinkedIn ↗
GitHub ↗
Jes Obertyukh Unity · Rendering · Game Architecture
I design game architecture, build gameplay and
years in
rendering systems, and optimize performance for years in game
development
architecture &
leadership
mobile and PC games in Unity.
View LinkedIn ↗ primary engine primary language
[
[
Telegram: @JesObertyukh ↗ English Professional Working
Time zone: CEST
Game Architecture Unity Rendering Architecture: Built-in & URP Backend & Distributed Systems
Gameplay Systems C#, C & C++ Shader Graph / HLSL / Cg Reliability & Fault Tolerance
Technical Design & Game Rules ECS, DOD, Unity Jobs & Burst Technical Art Engineering Tools, CI/CD & Content Pipelines
Multiplayer & Networking Algorithms & Data Structures CPU/GPU Pro�ling & Optimization Technical Leadership & Mentoring
Client/Server Architecture Editor Tooling & Automation Voxel & Procedural Systems Architecture Audits & Project Rescue
01 / RENDERING & GRAPHICS
SYSTEMS
I connect rendering architecture, shaders, and content work�ows to meet visual goals within
hardware constraints. I extend Unity’s Built-in and Universal Render Pipelines, including custom
URP Renderer Features and passes, and work with artists and programmers on lighting, materials,
meshes, batching, overdraw, and bandwidth.
→ →
Visible polygons in full-map views, Combat Master Battle Royale Batches: ~52 on standard maps;
preserving distant detail. map on Xiaomi Mi A2. below 100 on Battle Royale.
In lead roles, owned rendering decisions, task estimation and decomposition,
and code review. Often served as the team’s primary rendering specialist,
implementing solutions directly or giving actionable feedback on problems
and proposed �xes.
Built single-camera URP rendering with custom passes and Renderer
Features, including a sniper scope with controlled render ordering and
overdraw. Optimized water and caustics, lightmap UVs, and antialiasing for
distant detail.
Replaced conventional LODs and distance hiding, preserving full-map detail
without visible transitions within a 40–70 MB impostor texture budget.
Built a material-library editor tool that uni�ed each map under one material
and texture arrays, improving batching and GPU bandwidth while making
duplicate or overly similar textures easy to identify.
HLSL/Cg and Shader Graph custom code for stylized lighting and shadows,
vegetation sway, atlas-based rendering, impostors, materials, and VFX. Built
radial fog that outperformed Unity’s linear fog in the target project, and
optimized mesh rendering using compressed vertex attributes.
Pro�led across iOS and Android GPU families and resolved severe shader
performance issues on iOS. Kept shader code shared where practical, adapting
logic for OpenGL ES and handling texture format and compression
di�erences between mobile and PC.
Mentored two modelers into technical artists through hands-on training in
DCC-to-GPU geometry, vertex splitting, triangulation, mesh attributes,
batching, shader-stage decisions, and how camera distance and project-
speci�c content shape real rendering cost, enabling them to lead artist–
programmer coordination.
Unity Pro�ler, Frame Debugger, Rendering Debugger, RenderDoc, Metal
Debugger, and Snapdragon Pro�ler.
02 / ENGINEERING
I design technical foundations and complex gameplay systems from architecture through production
support, connecting game design, networking, rendering, technical art, QA, content, and delivery into
clear, testable systems. This work has eliminated recurring integration and reliability failures and
produced resilient client/server �ows with seamless reload and reconnect across multiplayer and single-
player FPS, Battle Royale, voxel and sandbox games, racing, strategy, runners, and roguelike shooters.
Game-design study since 2007 helps me turn intent into coherent rules.
Across lead, CTO, and independent consulting roles, I audit game �ow, ownership, dependencies,
testability, and hot paths, then make focused changes that restore boundaries, reduce coupling, and
recover iteration speed without unnecessary rewrites. I’ve also led hiring and mentored programmers
and technical artists through project setup, rescue, production work�ows, and technical decisions.
Launch directly into the required Maintained exceptionally high Many gameplay features in about
gameplay state or test case. feature throughput in a small two days; complex UI screens in
engineering team. two to three.
03 / ARCHITECTURE IN FLEXY.FUN
PRACTICE
Flexy.Fun is my long-term personal engineering initiative. Since 2010, I’ve been developing an original,
general-purpose game-architecture approach. Its current Unity-native implementation feels like an
extension of Unity, preserves modularity, testability, and iteration speed, and leaves game-speci�c
development unconstrained. Flexy.Bricks / ToYs de�nes the methodology; Flexy.Framework turns it into
practical systems, templates, and publicly available packages.
An architectural methodology re�ned since 2010 to preserve modularity, testability,
and iteration speed without �ghting Unity or restricting game-speci�c
development. Each unit can run independently in dedicated development and test
scenes for fast implementation, debugging, manual veri�cation, and automated
testing.
Flexy.Framework turns this methodology into a Unity-native architectural
foundation. It de�nes how systems are composed, owned, initialized, connected, and
tested across the entire game, while leaving game-speci�c design unconstrained.
This gives projects clear boundaries, predictable �ow, and fast iteration as they grow.
Documentation, templates, and packages are publicly available on GitHub and the
Unity Asset Store.
Flexy.Tools Flexy.AssetRefs Flexy.GameFlow Flexy.UI
04 / WORK TOGETHER I’m open to:
• Senior / Sta� Unity Engineer or Game Architect roles — broad hands-on ownership across gameplay,
rendering, systems, tools, and production.
• Senior / Lead Unity Rendering Engineer or engineering-focused Technical Artist roles.
• Independent consulting — architecture audits, project rescue, and technical mentoring.
05 / WORK EXPERIENCE
Mar 2025 CUBIC GAMES
Aug 2026
1 yr 6 mos
Owned the core client/server and gameplay architecture for Pixel Gun 2, a voxel-based multiplayer
FPS built with Unity and Photon Fusion
Designed the end-to-end game lifecycle covering initialization, metagame, core gameplay, transitions, reloads,
reconnects, and shutdown, and structured game services and dependency injection around GameContexts
Built controllable Photon Fusion simulation and presentation pipelines with explicit server-only, client-only, and
shared-simulation boundaries, using ECS/DOD principles and message-bus communication
Optimized gameplay and voxel-destruction synchronization, movement prediction, input latency and precision,
hanging voxels, and destruction-driven NavMesh rebuilding
Decoupled game modes from maps and enabled direct Play Mode, host, and client startup from gameplay maps
with synchronous frame-0 initialization
Optimized low-end mobile performance with algorithms, Jobs, Burst, and DOD; introduced ECS thinking and ECS/
NetCode-ready boundaries without a project-wide rewrite
Modernized supporting systems with C# 10, FEPM, an Addressables-based on-demand asset pipeline, and a �exible
audio subsystem
Pixel Gun 2 Pixel Gun 2 on Steam
Mar 2023 ALFA BRAVO INC
Mar 2025
2 yrs 1 mo
Developed and optimized gameplay, Photon Bolt networking, rendering, and content-delivery
systems for Combat Master, an online multiplayer Battle Royale FPS
Built a runtime depth-aware impostor system that increased full Battle Royale map performance from below 10 to
30 FPS on Xiaomi Mi A2, reducing visible geometry from 1.6–1.8M to ~500K polygons
Built a texture-array material library and optimized meshes and attributes, reducing mobile GPU bandwidth while
rendering standard maps in ~52 batches and Battle Royale in under 100
Designed the complete Content Update architecture covering asset layout, bundle versioning and assembly, and
delivery through Google Play Asset Delivery
Moved content-bundle assembly out of the monolithic build script into a modular task-based pipeline shared by
local and CI builds
Implemented networked moving platforms and a networked train, alongside vehicle systems
Implemented perks, fully rebindable gamepad input, a player-pro�le editor, and ScriptableObject client-side tamper
protection
Continued supporting the team through periodic consulting on architecture, technical art, reusable Unity systems,
and scalable backend solutions suitable for a team without dedicated backend specialists
Combat Master: Season 5 Combat Master: Welcome to
Combat Zone!
Jun 2018 D.A .W.STUDIO
Mar 2023
4 yrs 10 mos
Led a four-person engineering team with end-to-end ownership of technical development across a
studio of about 20 people—from architecture and technology selection to gameplay, backend,
rendering, tools, production systems, QA integration, and delivery—while remaining hands-on in the
architecture, implementation, and production trade-o�s of every major subsystem
Designed and built from scratch the architecture for four games: two online multiplayer sniper
games, a single-player runner, and a single-player roguelike shooter
Kept complete game scenes within roughly 50–100 rendering batches through rendering, shader, and technical-art
optimization
Optimized water and caustics rendering for an island map while preserving its visual quality
Consolidated layered rendering into a single-camera URP pipeline, replacing auxiliary cameras with Render
Features
Built a single-camera sniper-scope renderer that rendered zoomed and unzoomed regions together with
controlled render order, camera shifts, and minimal overdraw
Improved lightmap UV layouts to preserve quality at low atlas resolutions; implemented antialiasing that kept road
markings crisp at shooting distances beyond one kilometre
Adjusted UI art production to achieve hardware-assisted antialiasing with negligible runtime cost
Across all four projects, a team of three to four programmers delivered many gameplay features in about two days
and complex UI screens in two to three days, making content and con�guration the primary production constraints
Enabled direct startup into the required gameplay or test state in about one to two seconds
Designed a Scrum delivery model using relative complexity, historical velocity, and Value/Time prioritization to
improve planning predictability
Built a Jira and Con�uence work�ow unifying feature speci�cation, implementation, QA acceptance, and
permanent documentation, combining User Stories, Job Stories, and JTBD with testable game rules and QA-owned
�nal acceptance
Separated department backlogs from work assigned to individuals, making ownership, available capacity, and
unallocated work visible
Partnered with game designers on story and gameplay across all four projects, translating design intent into
consistent rules and resolving con�icts between features
Simpli�ed UI/UX by reducing unnecessary clicks and screen clutter while making interaction rules more consistent
and learnable
Selected and hired key specialists, supported the growth of junior and mid-level programmers, and coached artists
in technical production and optimization
Built a reproducible CI/CD pipeline around a Unity-owned build process, allowing developers and the build server to
produce the same builds with the same con�guration
Owned asset and content pipeline architecture across studio projects, including content organization, build
work�ows, and delivery
Designed the communication architecture spanning ASP.NET Core metagame services and UDP battle servers, with
o�ine operation and seamless reconnect; the same resilience model was later adopted independently by Combat
Master and preserved player continuity during a prolonged backend outage
Designed a custom networking layer over Unity Transport for both online multiplayer sniper games
Designed battle-server orchestration, built a Python supervisor for managing processes on battle-server
machines, and owned backend scaling decisions
Built an ASP.NET Core player-pro�le service and matchmaker backed by MongoDB and Redis
Created MC-VmV, an MVVM-derived architectural pattern supporting the same application structure in single-
player and server-backed games
Built a Game Design Information system that translated gameplay rules into structured, reusable con�guration
models, giving designers clear control over gameplay systems
Built reusable client-side systems for player pro�les, UI windows, asset bundles, battle quests, and game-designer-
friendly IAP
Built the entire CoreGame on an ECS-based foundation using Unity Entities, spanning movement, weapon �ring,
ballistics, controllable bullet-sprites, network synchronization, and other gameplay subsystems
Built level-design and pathing tools with integrated animation and camera controls
Cyberstrike Animals Happy Run Sniper League: The Island Death Dealers
Dec 2016 TELLURION MOBILE GAMES
Jun 2018
1 yr 7 mos
Improved performance and gameplay foundations for RealmCraft, a released mobile voxel sandbox
Optimized CPU-baked voxel chunk lighting and rendering, shaders, culling, and radial fog while minimizing
fragment-shader work; helped design delta updates that add or remove one light’s contribution instead of
recalculating every light in the a�ected area
Designed extensible mob AI and accelerated path�nding
Rebuilt voxel-world movement for stability, performance, and customization
Built working RealmCraft VR versions for Gear VR and HTC Vive, optimizing rendering and implementing VR-
speci�c camera movement and controls
RealmCraft with Skins Export
to Minecraft
Jun 2016 SERIOUS CAKE
Dec 2016
7 mos
Led the Unity client for Age of Phoenix: Wind of War, a 4X strategy game backed by Akka.NET
Improved runtime performance, reduced build size, and streamlined UI production for faster feature iteration
Built an editor tool that exposed existing Unity Texture Importer dimension controls to designers, helping them
choose more e�cient imported texture sizes and reduce unused atlas space
Contributed selected Akka.NET backend features while retaining primary ownership of the Unity client
Conducted technical interviews, mentored programmers and technical leads, and coached artists in technical
production and optimization
Age of Phoenix: Wind of war
Jan 2015 WARGAMING.NET
Jun 2016
1 yr 6 mos
Led client development for REVOLT across architecture, client/server systems, gameplay, and
optimization
Architected the battle-map rendering path to run reliably on iPad 2, using explicit object ordering to minimize
overdraw while preserving batching
Developed custom stylized shaders, lighting, shadow receiving, and shadow casting to support the hand-drawn
visual direction
Established a collaborative technical-art work�ow to translate art direction into the game’s visual style and
mentored the technical artist in rendering and production practices
Rebuilt and stabilized the client architecture, restoring development �ow and establishing reusable foundations
for subsequent features
Built a universal, fault-tolerant client/server command �ow for simultaneous-turn gameplay, ensuring both clients
replayed the same authoritative outcome
Worked in a mentor-guided Scrum team with rotating responsibilities and continuous improvement through
retrospectives, later applying those practices as CTO
REVOLT Tank Battle
Sep 2014 PLARIUM
Dec 2014
4 mos
Developed core technology for Motorplanet, a mobile multiplayer racing game
Implemented network synchronization
Built an in-editor track builder for rapid greybox iteration, allowing designers to place a car and drive any section
before handing the track to the art team
Motorplanet
Aug 2014 8D STUDIO
Sep 2014
2 mos + advisory
support
Joined for a prede�ned two-month Unity engagement to design and implement the core
architecture and part-based character-rendering system at the center of Sketch Tales, a single-
player voxel adventure for Steam
Handed development to the internal team as planned and continued advising through most of the
project’s later production
Sketch Tales
Aug 2013 WEST-GAMES
Jul 2014
1 yr
Owned technical direction and system architecture for Seaker, a client/server hidden-object game
built around 3D panoramas
Built the game’s client/server functionality using Unity Legacy Networking
Designed a uni�ed shader and material approach that reduced the game’s rendering to roughly seven batches
Feb 2012 GOGAMES
Jul 2013
1 yr 6 mos
Led system architecture and hands-on C# server development for World of Fishing, de�ning the
client/server communication protocol and supporting development of the Flash client
Led the backend data migration from SQL to MongoDB and Redis, establishing a stack later reused at West-Games
and D.A.W.Studio
World of Fishing
Dec 2009 GSC GAME WORLD
Dec 2011
2 yrs 1 mo
Developed game logic and production tooling for S.T.A.L.K.E.R. 2
Worked across C and C++ engine runtime and gameplay code, C# editor tooling, and the Managed C++ interop layer
connecting them
Built an editor-tooling framework including a property grid, curve editor, and foundational node editor
Implemented gameplay systems including proximity triggers and centralized projectile management
S.T.A.L.K.E.R. 2
Jun 2007 SONELLY
Nov 2009
2 yrs 6 mos
Developed game systems and engine infrastructure in C# for a custom XNA-based .NET 3D engine
Designed a JSON-based scene format supporting object hierarchies, components, loading, and persistence
Implemented player save and load persistence
Built scene-e�ect rendering and smooth transitions between scenes
Developed hidden-object gameplay with an inventory system
Implemented match-3 gameplay logic
Developed a character-recoloring shader supporting multiple color variants
A R C H I T E C T U R E FO R FA ST I T E R AT I O N AT S C A L E
LinkedIn ↗
GitHub ↗
Jes Obertyukh Unity · Rendering · Game Architecture
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