Сервіс пошуку роботи №1 в Україні
Максим
Unity developer
- Вік:
- 40 років
- Місто проживання:
- Київ
- Готовий працювати:
- Дистанційно, Київ
Контактна інформація
Шукач вказав: ТелефонЕл. пошту
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/9532423/
Завантажений файл
Версія для швидкого
перегляду
Це резюме розміщено у вигляді файлу. Ця версія для швидкого перегляду може бути гіршою за оригінал резюме.
[відкрити контакти ](див. вище в блоці «контактна інформація»)
MAKSYM
M MOSKALCHUK
AKSYM M OSKALCHUK
Phone, Viber, WhatsApp: UNITY DEVELOPER
[відкрити контакти ](див. вище в блоці «контактна інформація»)
Telegram: pan_Maksym
Experienced Unity developer with 50+ shipped games and
Discord: @pan_max prototypes, multiplayer experience, and expertise in
performance optimization. I build polished, responsive
LinkedIn: systems with clean code and a strong focus on both gameplay
[відкрити контакти ](див. вище в блоці «контактна інформація») feel and studio goals.
sym-moskalchuk/
GitHub:
https://github.com/eld1ablo
UNITY DEVELOPER AT SMISS LTD
july 2024 - november 2024
Optimized build size by ~35%, reduced memory
Languages: C# allocation spikes by ~40%
Unity: UI Toolkit, Animator, Developed animation controller systems for hits,
ScriptableObjects, reactions, and knockouts
Addressables, Post-processing, Designed UI and arena environment with responsive
Profiler, Light/VFX/SFX, Shader lighting and visual feedback
Graph Implemented Addressables for flexible content loading
and faster iteration
Multiplayer: Photon PUN 2,
Tech stack: Unity, C#, Animator, UI, Profiler, Mixamo,
Unity Netcode for
WebGL, HTTPS
GameObjects
Tools: Git, Plastic SCM,
UNITY DEVELOPER AT NEWTON MINT LABS
Mixamo, Claude, ChatGPT
september 2022 - may 2024
Architectures: State Machines,
Event-Driven Systems, Object Integrated custom character animations, particles,
Pooling, MVC/MVVM shaders, and character editor
Performance: Deep profiling, Improved multiplayer responsiveness and load times by
~20%
GC reduction, build size
Added launcher and auto-updater system
optimization, CPU/GPU
Tuned hit effect visuals, post-processing, and audio
bottleneck mitigation
feedback
Workflow: Async jobs, Unity
Ported the game to mobile devices
Job System (DOTS principles) Tech stack: Unity, UFE2, Photon, Post-processing,
Other: CSS/HTML for WebGL VFX/SFX, Mixamo, WebGL
overlays, basic HTTPS for Web
builds, basic Photoshop FREELANCE
2021 - now
Created 50+ prototypes across 2D/3D genres including
puzzle, RPG, strategy
Built a full-featured open-world RPG system: inventory,
skill trees, and progression
MAGISTER IN FINANCE Developed reusable tools: ability systems, event buses,
Kyiv National Economic UI kits
University 2003 - 2008 Released assets on Unity Asset Store
Often reduced GC allocations by 25-50% through
refactors and custom pooling
Open-World RPG (Freelance): Inventory, stats, abilities,
Ukrainian - Native enemies, skill trees, save/load - all systems made
English - Advanced modular.
Turn-Based Tactical Prototype (Personal): Inspired by
tabletop games with active abilities, cooldown tracking,
and event-based flow.
MAKSYM
M MOSKALCHUK
AKSYM M OSKALCHUK
Phone, Viber, WhatsApp: UNITY DEVELOPER
[
Telegram: pan_Maksym
Experienced Unity developer with 50+ shipped games and
Discord: @pan_max prototypes, multiplayer experience, and expertise in
performance optimization. I build polished, responsive
LinkedIn: systems with clean code and a strong focus on both gameplay
[
sym-moskalchuk/
GitHub:
https://github.com/eld1ablo
UNITY DEVELOPER AT SMISS LTD
july 2024 - november 2024
Optimized build size by ~35%, reduced memory
Languages: C# allocation spikes by ~40%
Unity: UI Toolkit, Animator, Developed animation controller systems for hits,
ScriptableObjects, reactions, and knockouts
Addressables, Post-processing, Designed UI and arena environment with responsive
Profiler, Light/VFX/SFX, Shader lighting and visual feedback
Graph Implemented Addressables for flexible content loading
and faster iteration
Multiplayer: Photon PUN 2,
Tech stack: Unity, C#, Animator, UI, Profiler, Mixamo,
Unity Netcode for
WebGL, HTTPS
GameObjects
Tools: Git, Plastic SCM,
UNITY DEVELOPER AT NEWTON MINT LABS
Mixamo, Claude, ChatGPT
september 2022 - may 2024
Architectures: State Machines,
Event-Driven Systems, Object Integrated custom character animations, particles,
Pooling, MVC/MVVM shaders, and character editor
Performance: Deep profiling, Improved multiplayer responsiveness and load times by
~20%
GC reduction, build size
Added launcher and auto-updater system
optimization, CPU/GPU
Tuned hit effect visuals, post-processing, and audio
bottleneck mitigation
feedback
Workflow: Async jobs, Unity
Ported the game to mobile devices
Job System (DOTS principles) Tech stack: Unity, UFE2, Photon, Post-processing,
Other: CSS/HTML for WebGL VFX/SFX, Mixamo, WebGL
overlays, basic HTTPS for Web
builds, basic Photoshop FREELANCE
2021 - now
Created 50+ prototypes across 2D/3D genres including
puzzle, RPG, strategy
Built a full-featured open-world RPG system: inventory,
skill trees, and progression
MAGISTER IN FINANCE Developed reusable tools: ability systems, event buses,
Kyiv National Economic UI kits
University 2003 - 2008 Released assets on Unity Asset Store
Often reduced GC allocations by 25-50% through
refactors and custom pooling
Open-World RPG (Freelance): Inventory, stats, abilities,
Ukrainian - Native enemies, skill trees, save/load - all systems made
English - Advanced modular.
Turn-Based Tactical Prototype (Personal): Inspired by
tabletop games with active abilities, cooldown tracking,
and event-based flow.
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