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Yaroslav

Unity developer

Возраст: 19 лет
Город: Одесса
Возраст:
19 лет
Город:
Одесса

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Yaroslav Oslam — Unity Developer CV https://ggstrider.github.io/

Unity Developer

[открыть контакты](см. выше в блоке «контактная информация») Telegram LinkedIn GitHub Odesa, Ukraine

Unity Developer with 3 years' experience �9 months commercial) delivering gameplay,
tools, and UI implementation. Strong in C#, Unity, building reliable systems. Comfortable
owning features end-to-end and collaborating across art, design, and UX to ship polished
experiences.

Feb 2025 � Sep 2025 �Remote�

• Maintained and improved a large Unity project, analyzing and extending existing
codebases.

• Built editor tools to accelerate level design and cross-team workflows.

• Collaborated with artists and trailer/UX teams to deliver polished features.

• Implemented gameplay, and UI improvements.

• Fixed code issues and refactored for maintainability.

• Validated upgrades across Unity versions.

Show less ▲

Closely collaborated with artists: developed and extended tools to make their
workflow smoother. One of the best examples is Prefab Brush+ — a tool that allows

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Yaroslav Oslam — Unity Developer CV https://ggstrider.github.io/

artists to manually scatter multiple prefabs. It was initially downloaded from the
Asset Store, and later I was assigned to improve it. I expanded its functionality — for
example, added a system that re-draws prefabs inside the paint area to prevent too
many overlapping objects. I also simplified its UI and added preset icons, so artists
could quickly switch between drawing trees, rocks, etc. Later, I even made a
simplified version of this tool specifically for level designers, including only the
features they actually needed.

From smaller utilities, I also made:

• a screenshot tool with custom resolution support,
• a “remove null prefabs” utility,
• and a prefab replacement tool (replace prefab A with prefab B across the
scene).

As the project grew, I sometimes built game-specific editor tools to help level and
game designers avoid technical setup. For instance, I made a visual feature for cloud
shadows using Light Cookies. Normally, setting this up required several steps — so I
created an editor window “facade” with one-click buttons like “Add Sky Shadow”
and “Remove Sky Shadow,” which appear dynamically depending on whether a
shadow currently exists.

During development, I also created an alternative map renderer. The game had a
minimap that displayed the world as a 2D texture, and I was tasked with generating a
minimalist version using a few tones, where walkable zones were dynamically
detected and drawn pixel by pixel. Again — I built an editor tool for this, so designers
could just press a few buttons without worrying about technical details. It even
handled common errors, e.g. showing a message if the map component was
missing.

When I say “closely worked with artists”, I donʼt mean making art with them — I mean
helping them solve technical Unity and project issues they couldnʼt handle on their
own. For example: fixing Git merge conflicts, solving issues like “why are shadows
not showing in my scene,” or “why canʼt I select terrain.” There were lots of such
cases — these are just a few examples. I was even paid extra for this, since it was an
additional responsibility.

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Yaroslav Oslam — Unity Developer CV https://ggstrider.github.io/

I also fixed existing scripts that didnʼt behave as expected or added new features
into someone elseʼs code. Sometimes I proposed and implemented my own UI
improvements (after getting approval). For example, we didnʼt have a loading screen
when changing scenes — it looked like the game froze. I asked if itʼd be OK to
implement one, got the green light, and built it with random background images,
random gameplay tips, and smooth fade-in/out animations.

I also worked on making the UI more responsive — button hover/press animations,
sound feedback, etc. When adding these features, I often had to work within the
existing codebase. I also love organizing data into ScriptableObjects when it makes
sense — so that anyone can tweak values easily, and the changes propagate
automatically to all references.

I also had to solve various project-wide technical challenges. For example, our level
designers wanted all Terrains to share the same type of grass easily. To make this
possible, I worked directly with Terrain components and created a Terrain-specific
tool that simplified grass management. All grass data was stored in a
ScriptableObject, and through a few buttons in the tool, designers could quickly add
grass to a terrain, save or load grass presets, and synchronize grass settings
between a terrain and its preset.

When we started working on the game trailer, I also collaborated with the video
production team — adding or fixing certain functionalities. For example:

• fixed the Free Camera, which initially didnʼt work,
• added smooth and instant zoom options,
• and implemented smooth camera follow on the player, triggered by a key press.

I also made use of the existing assets in our project, such as Zenject and DOTween,
and got comfortable working with new ones like Rewired Input (for key binding) and
Quest Manager (where I added custom quest logic).

Sometimes new UI ideas would come up during development — I integrated them
and linked new elements with the existing systems. I also built a tool that
automatically converts Text components to TextMeshPro, while preserving all the
text settings.

When the team decided to migrate to Unity 6, I was assigned as the “test pilot” to

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Yaroslav Oslam — Unity Developer CV https://ggstrider.github.io/

check whether the project would stay stable — including running in-game FPS and
performance tests.

Lastly, I was never silent about new gameplay or UX ideas. If I had a suggestion that
could improve the feel or flow of the game, I shared it — but I was also respectful
and didnʼt insist when the team decided it wasnʼt necessary.

Unity C# Cinemachine Input System Zenject DOTween UniTask

2022 � NOW

• I usually work on my personal projects either alone or with the help of a friend
who does level design (and searches for/develops assets). So if you look at any of
my personal projects, almost everything was done by me.

Interpressure 
by ggStrider
Build your city in space! Made in 5 days for Global Game…

Download on itch.io


Game jam; technical work co-developed with 1 programmer.

Locked in Nonsense
by Thenexy Studio
The main character wakes in an unknown house, plannin…
$0.00 USD or more

Download Now


Game made in 6 days; Technical work — solo. GitHub Code

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Yaroslav Oslam — Unity Developer CV https://ggstrider.github.io/

Hermit Night
by Thenexy Studio
Due to an undisclosed emergency, the hermit takes actio…
$0.00 USD or more

Download Now


Technical work — solo.

• shootemup-64 � Rhythm arcade action game �GitHub repository, good code).

0:00 / 2:50

All project work — solo

Unity Unity 2D C# Gameplay UI Implementation Git Unit Tests GitHub

GitLab

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Yaroslav Oslam — Unity Developer CV https://ggstrider.github.io/

Zenject SignalBus DOTween Primetween UniTask NaughtyAttributes

OdinInspector (my love) JSON Save/Load

Event-Driven Dependency Injection ScriptableObject Object Pooling Reactive

Cinemachine Input System Timeline

State University of Intelligent Technologies and Telecommunications, Odesa, Ukraine
2024 � 2028

© 2025 Yaroslav Oslam / ggStrider

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