Сервіс пошуку роботи №1 в Україні
Артем
IT-спеціаліст
- Місто проживання:
- Кропивницький
- Готовий працювати:
- Дистанційно
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/20562835/
Завантажений файл
Версія для швидкого
перегляду
Це резюме розміщено у вигляді файлу. Ця версія для швидкого перегляду може бути гіршою за оригінал резюме.
Artem Dovbnia
Junior Gameplay Programmer (Unreal Engine / C++)
[відкрити контакти ](див. вище в блоці «контактна інформація») | [відкрити контакти ](див. вище в блоці «контактна інформація») | [відкрити контакти ](див. вище в блоці «контактна інформація») | github.com/xzhka
Gameplay demo: FPS Combat System – Gameplay Demo
Projects
FPS Combat System | Unreal Engine 5, C++, Blueprints, Gameplay Ability System, Git June 2026 – Present
• Built a replicated multiplayer FPS combat framework in Unreal Engine 5.5 (C++, based on Lyra), with every
action (fire, reload, sprint, dash, throw) implemented as a Gameplay Ability under one tag-driven rule set
• Implemented client-predicted shooting: the owning client traces, the server validates range and line of sight before
applying damage, and overlapping shots are matched by prediction key; damage flows through execution
calculations into replicated attributes
• Made weapons, fire modes (semi, burst, auto), recoil, grenades and ability sets data assets, so equipment grants
weapons and abilities without code changes; items, equipment and the quick bar replicate through fast arrays
• Built server-authoritative grenades (detonation on impact, bounce count or fuse, with damage falloff) and a
replicated death state machine that plays identical animation on every client
• Profiled with Unreal Insights and memreport: cut animation cost 26% (1.09 to 0.81 ms/frame), removed a 3.5 ms
first-throw hitch with async preloading, and cut grenade texture memory 93%
Inventory System | C++, Unreal Engine 5 December 2025
• Built the item data layer of an inventory system in Unreal C++, with item types (armor, weapon, shield, spell,
quest) and quality tiers defined as enums
• Structured item stats, text and asset data as separate USTRUCTs exposed to the editor, so items can be
configured without changing code
Multithreading Performance Study | C++, std::thread, std::mutex, std::chrono, Visual Studio 2023
• Wrote C++ programs that split a text file into chunks and counted words, plus a numeric computation (factorial
and square root), each in multithreaded and single-threaded versions
• Synchronized threads with std::mutex and std::lock guard; benchmarked every version with std::chrono on
inputs of 100, 1,000 and 10,000 words
• Found that the single-threaded versions outperformed the multithreaded ones on these workloads, showing that
threading is not always faster; documented the results in a research paper
Technical Skills
Languages: C++, C#, Blueprints
Engine & Gameplay: Unreal Engine 5, Gameplay Ability System, Replication and RPCs, Enhanced Input, UMG,
Niagara, Unreal Insights
Concepts: Multiplayer networking, multithreading, object-oriented design, data-driven design
Tools: Git, Perforce, Rider, Visual Studio, VS Code
Spoken Languages: Ukrainian (native), English (B2)
Education
Kyiv Polytechnic Institute Kyiv, Ukraine
B.Sc. in Computer Game Programming 2025 – 2029
• Relevant coursework: C and C++ programming, object-oriented design, game programming patterns (Object Pool,
Observer, Mediator)
• Course projects: built with SFML and Raylib
Junior Gameplay Programmer (Unreal Engine / C++)
[
Gameplay demo: FPS Combat System – Gameplay Demo
Projects
FPS Combat System | Unreal Engine 5, C++, Blueprints, Gameplay Ability System, Git June 2026 – Present
• Built a replicated multiplayer FPS combat framework in Unreal Engine 5.5 (C++, based on Lyra), with every
action (fire, reload, sprint, dash, throw) implemented as a Gameplay Ability under one tag-driven rule set
• Implemented client-predicted shooting: the owning client traces, the server validates range and line of sight before
applying damage, and overlapping shots are matched by prediction key; damage flows through execution
calculations into replicated attributes
• Made weapons, fire modes (semi, burst, auto), recoil, grenades and ability sets data assets, so equipment grants
weapons and abilities without code changes; items, equipment and the quick bar replicate through fast arrays
• Built server-authoritative grenades (detonation on impact, bounce count or fuse, with damage falloff) and a
replicated death state machine that plays identical animation on every client
• Profiled with Unreal Insights and memreport: cut animation cost 26% (1.09 to 0.81 ms/frame), removed a 3.5 ms
first-throw hitch with async preloading, and cut grenade texture memory 93%
Inventory System | C++, Unreal Engine 5 December 2025
• Built the item data layer of an inventory system in Unreal C++, with item types (armor, weapon, shield, spell,
quest) and quality tiers defined as enums
• Structured item stats, text and asset data as separate USTRUCTs exposed to the editor, so items can be
configured without changing code
Multithreading Performance Study | C++, std::thread, std::mutex, std::chrono, Visual Studio 2023
• Wrote C++ programs that split a text file into chunks and counted words, plus a numeric computation (factorial
and square root), each in multithreaded and single-threaded versions
• Synchronized threads with std::mutex and std::lock guard; benchmarked every version with std::chrono on
inputs of 100, 1,000 and 10,000 words
• Found that the single-threaded versions outperformed the multithreaded ones on these workloads, showing that
threading is not always faster; documented the results in a research paper
Technical Skills
Languages: C++, C#, Blueprints
Engine & Gameplay: Unreal Engine 5, Gameplay Ability System, Replication and RPCs, Enhanced Input, UMG,
Niagara, Unreal Insights
Concepts: Multiplayer networking, multithreading, object-oriented design, data-driven design
Tools: Git, Perforce, Rider, Visual Studio, VS Code
Spoken Languages: Ukrainian (native), English (B2)
Education
Kyiv Polytechnic Institute Kyiv, Ukraine
B.Sc. in Computer Game Programming 2025 – 2029
• Relevant coursework: C and C++ programming, object-oriented design, game programming patterns (Object Pool,
Observer, Mediator)
• Course projects: built with SFML and Raylib
Схожі кандидати
-
IT-спеціаліст
Дистанційно -
ІТ-спеціаліст, менеджер з продажу, копірайтер
12000 грн, Дистанційно -
Спеціаліст з інформаційної безпеки
Дистанційно, Івано-Франківськ, Київ -
ІТ-спеціаліст
Дистанційно -
IT-спеціаліст
Дистанційно, Одеса -
IT-спеціаліст, інженер тех. підтримки, оператор БД, архіваріус
Дистанційно, Київ