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Евгенiй

Principal Unity Developer

Місто проживання:
Київ
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Дистанційно

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GAME ARCHITECTURE SINCE 2010

I design game architecture and build gameplay systems
years in game years in architecture &
that keep production fast as the project grows. development leadership

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 C#, C, and C++ Gameplay Systems
Multiplayer & Networking Client/Server Architecture Backend & Distributed Systems Reliability & Fault Tolerance
Performance Optimization Rendering & Technical Art Voxel Systems ECS, DOD, Unity Jobs & Burst
Tools, CI/CD & Content Pipelines Technical Design & Game Rules Technical Leadership & Mentoring Architecture Audits & Project Rescue
01 / ABOUT

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. Game-design study since 2007 helps me turn intent into
coherent rules; I pro�le and optimize games for Apple, Android, and PC hardware, adapting to
platform-speci�c GPU and memory constraints.

Architecture reviews are a regular part of my lead and consulting work. I trace global game �ow,
ownership, dependencies, testability, and hot paths, then propose focused changes that restore
boundaries, reduce coupling, and recover iteration speed without unnecessary rewrites.

Across lead and CTO roles, I have mentored programmers and technical artists and led hiring. I also
provide independent architecture consulting and long-term technical mentoring, from project
setup and rescue to production work�ows and technical decision-making.

Launch directly into the required Maintained exceptionally high Many gameplay features in
gameplay state or test case. feature throughput in a small about two days; complex UI
engineering team. screens in two to three.

My work has eliminated recurring integration and reliability failures and produced resilient client/
server �ows with seamless reload and reconnect. Production experience spans multiplayer and
single-player FPS, Battle Royale, voxel and sandbox games, racing, strategy, runners, and roguelike
shooters, among others.

I’m open to Game Architect, Technical Director, CTO, Principal Unity Engineer, and hands-on
gameplay or systems roles, as well as architecture audits, project rescue, consulting, and technical
mentoring.

02 / ARCHITECTURE IN PRACTICE FLEXY.FUN

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
03 / 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
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
Built a runtime depth-aware semi-automatic impostor system that kept the entire detailed Battle Royale map
visible during aerial drops, with visual di�erences noticeable only on close inspection
Reduced mobile GPU bandwidth and used texture arrays with a single material per map to keep standard maps near
52 rendering batches and the large map below 100
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
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
Kept complete game scenes within roughly 50–100 rendering batches through rendering, shader, and technical-art
optimization
Optimized water 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
Improved lightmap quality without increasing texture resolution, eliminating visible stepping artifacts
Adjusted UI art production to achieve hardware-assisted antialiasing with negligible runtime cost
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
Moved voxel lighting from CPU to GPU, optimized shaders and fog, and contributed to delta-based lighting updates
and culling, reducing recalculation, rendering cost, and battery usage
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
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
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
Optimized rendering to run reliably on iPad 2 with substantial performance headroom
Developed a custom stylized shader supporting 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
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 · C# · Game Architecture

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