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Borys

Unity developer

Возраст:
18 лет
Город проживания:
Черновцы
Готов работать:
Удаленно

Контактная информация

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BORYS MARKO Unity Developer 4+ years
Telegram: @Borys_Marko Email: [открыть контакты](см. выше в блоке «контактная информация») Linkedin: [открыть контакты](см. выше в блоке «контактная информация»)

Unity: Unity engine, AR, Vector Math, RAM Optimization, Build Size Optimization, UI Optimization, Asset Bundles,
Addressables, Nakama, PlayFab, UniTask, UniRx, Photon, Firebase, AppLovin, OneSignal, Particle System, Spine,
Animations, Plugins, Shaders, Analytics, SDK and Monetization
Code: C#, OOP, ECS, Clean Code, Clean Architecture, Design Patterns, Unit-Tests, SOLID, LINQ, Zenject, Dependency
SKILLS Injection, State Machine, MVC, MVP, MVVM
Other tech: Git, CI/CD, TeamCity, Microsoft SQL Server, REST API, XML, JSON, Protobuf, Android Studio and builds,
Xcode and builds, Crashlytics, A/B testing
Other non-tech: Jira, Trello, Confluence, Figma, Agile, Scrum, Kanban
As a Unity developer with over 4 years of experience, I have successfully worked both remotely and on-site,
collaborating with teams ranging from 5 to over 100 people. I’m skilled at understanding what needs to be done
by picking out key points from business requirements, and I handle the entire development process - from
breaking down tasks and planning sprints to releasing the final product and analyzing post-launch data. My
SUMMARY
background includes designing complex game mechanics, building custom UI systems, working with 2D and 3D
physics, and creating Unity editor tools to speed up development. I’m dedicated to delivering real value to the
business and always aim to produce high-quality, innovative results.

Aug. 2024 - Present Estoty Vilnius as Unity Developer
Idle Breaker (Google Play link, AppStore link)
PROFESSIONAL
Worked both on core and meta mechanics. Such as boss fights, expeditions, interactions between players, shop,
EXPERIENCE
battlepass system, items craft, stats system and in-app purchases.
Maintained and refactored a massive legacy codebase, enhancing its organization and maintainability.
Migrated interaction with the user database from Firebase to an internal custom system.
Developed a Purchase Recovery System for the in-game store, fixing a rare item-loss bug, restoring player trust,
preventing loss of income and reducing purchase refund rates by over 25%.
Enhanced the enemy AI system, allowing designers to build behavior without code change, accelerating the creation
of new AI features by 40%.
Worked on game optimization. Used profiling to reduce CPU spikes, used memory profiler to fix RAM usage.
Feb. 2023 - Aug. 2024 Go Dreams as Unity Developer
Vortex 9 (Google Play link, AppStore link)
Developed an Addressables system with dynamic upload and remote file management capabilities. This reduced the
build size by 50% and decreased RAM usage by 30%, allowing for stable game performance as content grew
substantially.
Reworked weapon system for an online multiplayer game using Photon.
Identified and rectified critical exploits and security vulnerabilities, ensuring a safer and more no-cheat gaming
experience for users.
Engineered a comprehensive unified notification system, streamlining communications and enhancing player
engagement.
Developed a dynamic skin changer system for equips, providing players with additional in-game personalization
options, increased monthly revenue by 12%.
Nuclear Day Survival (Google Play link, AppStore link)
Developed internal automation tools and scripts, which increased designer productivity by 35%.
Implemented an in-game store with integrated In-App and daily, seasonally changing offers for purchase, improving
purchase conversion rates, increased monthly revenue by 23%.
Optimized game performance for a mostly lagging levels from 8-15 fps to 25+.
Integrated SDK and analytics.
Undertook an extensive refactoring initiative, transforming legacy code architecture to contemporary standards,
resulting in improved maintainability and scalability.
Jan. 2021 - Feb. 2023 Raccoons Games as Unity Developer
Created over 10 hyper-casual and casual games (runners, match-3, clickers etc.) using MVC, MVP.
Integrated SDK, monetization, and analytics in various applications, collaborating with cross-functional teams to
achieve business objectives.
Optimized game performance by reducing CPU spikes and addressing RAM consumption issues by 30% based on
profiling data.
Developed AR applications, including an app for furniture layout application, and integrated custom physics engine
that decreased smartphone resource usage by 20%.
ADDITIONAL Languages: English (B2), Italian (A2), Ukrainian (Native), Russian (Native)
INFORMATION Education: Information Technology Software CIPC (2021-2025)

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