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Unity Developer

Город: Киев
Город:
Киев

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About
A motivated switcher from the world of medicine. I have
been passionate about game development since childhood,
but fate sometimes takes interesting turns. In the end, I
took a bold step and quit the job I had devoted so much
time to.
During my time away from medicine, I mastered C# and
Unity at a fairly high level. I dove headfirst into studying
game development.
Currently, I am implementing interesting solutions and
mechanics into my projects. I am looking for a team where
I can find teachers, like-minded people, a sense of healthy
competition, and growth as a developer. My goal is to
Tuytuynnik Danyil eventually implement an ambitious project in the setting of
Unity Game Developer Ukrainian folklore, showing the world that our country can
and wants to be a major player in game development.

Contacts Experience
[открыть контакты](см. выше в блоке «контактная информация») Pet project
[открыть контакты](см. выше в блоке «контактная информация») 2d platformer “Bimo run”заца
@taschenjude First 2D platformer, that was created during the course.
The cartoonish graphics and ordinary music immerse you in a childlike
LinkedIn atmosphere where you want to explore every corner of the level.
GitHub Implemented:
Developed moving mechanics and animating them
Created a game world from the asset elements
Hard skills
Core Development:
Created menu controls (UI/UX)
Developed enemy and traps behaviour
Game Engines: Unity (2022/6 LTS), 2D & 3D Worked for enemy and traps animation
Developed common damage system
Development, HDPR/URP.
2D level design
Languages: C# (LINQ, Events/Delegates, Async/Await),
Worked with sound effects
Python (basic configs for ML).
Customized the light, effects
Architecture & Patterns: OOP, SOLID Principles,
Dependency Injection (Zenject), MVC/MVP basics.
Pet project
AI & Machine Learning:Unity ML-Agents
(Reinforcement Learning, PPO algorithm), Python 2D Hyper casual Runner “Zombie
(Environmental setup for ML), Neural Networks basics. Destroyer”заца
Unity Ecosystem & Packages: A 3D zombie runner that implements the full range of games of this type. You
System: New Input System, ScriptableObjects immerse yourself in the atmosphere of the last hope in the form of a robot that,
architecture. together with its prototypes, shoots hordes of the undead.
Optimization: Addressables (Asset Management), Object
Implemented:
Pooling.
UI/VFX: UGUI, TextMeshPro, Particle System, Procedural generation of the world (infinity generation of chunks)
DOTween Created a game world from the asset elements
Tools: Cinemachine (Camera logic). Created menu controls (UI/UX)
Physics & Simulation: PhysX, Dynamic Water Physics 2, Developed diffrern enemies with different behaviour
Crest Ocean System. Buff/Debuff systems
Tools & Version Control: Working with light, effects
VCS: Git / GitHub . Working with fog customization
Art & Audio: Aseprite (Pixel Art & Animation), Using the player prefs for savings scores
Audacity/Reaper (Sound design basics) Sound designing
Maintenance of technical documentation
Pet project (in progress)

Soft skills 3D Survival “Escape from the island”заца
One day, a player in the form of a capsule crashed on a deserted island in his
Troubleshooting plane. He had to adapt, learn to defend himself from animals, catch fish with
his bare hands, and build fires using improvised means. The game immerses
Effective communication you in the atmosphere of the early versions of Minecraft, reminding you of the
Open for researching carefree days of childhood.
Implemented:
Fast Learner / Willingness to learn
Created a game world from the asset elements
High level of flexibillity UI/UX elements which connected with player state system
Working with water physics
As useful: may help in medical Implementation of day/night cycle
insurance questions/argues Full based on new Input system (Controllers/Keyboard + mouse)
Working for AI and State Machine for NPCs
Ownership Working with physics (building/grinding/crafting)
Created full interactive inventory system
Working with shaders/particle system/cinemachine.
Object pooling on spawners.
Education Implementation of Save/Load system (JSON serialization).

Taras Shevchenko National University of Kyiv Pet project (in progress)

Master’s degree in Medicine 3d workbox “Worksheet”
2018-2024 My personal development environment where I implement mechanics without
being tied to the core. There, I add what I am learning and want to learn,
Shupyk National Healthcare University of thereby progressing in both architectural and game design solutions.
Implemented:
Ukraine
Inventory System: Built a MVP-based inventory using Object Pooling for UI
Surgery ordinator optimization (zero allocation during runtime).
2024-2025 Architecture: Integrated Dependency Injection (Zenject) to decouple systems and
ensure modular, testable code structure.
Input Handling: Developed a character controller using Unity's New Input System
bridged via an event-driven approach.

Languages
Pet project (in progress)
English (B2)
2D Action RPG Kharakternyk
Ukrainian (fluent) A game that I would like to make the magnum opus of Ukrainian game
development. Currently, I have developed the main core, a portfolio of concept
art, a storyline, and partially implemented game development documentation.
Implemented:
Courses Wrote full dependency stack for game
Unity Game Developer by Headlight Wrote basic technical document for it
Created character design
school (2025-2026) Part-created world Design
Introducing to C# by Codecademy
P.S. I’m adding the copies of concepts, tech docs, dependency stack into folder with th
(2025) name “ADS”.

Advanced C# by Codecademy (2025)
Test Task/Pet project (done)
Pixel Art Fundamentals by AUTONOMOUS BOAT SIMULATOR (ML-AGENTS)
GameDevTV (2025-2026) A realistic physics-based simulation where an autonomous agent learns to navigat
Pixel Art Characters (2025-2026) dynamic water environments using Reinforcement Learning. The project focuses
on the intersection of complex hydrodynamics and AI decision-making.
Pixel Art Environments by
GameDevTV (2025-2026) Reinforcement Learning (AI): Integrated Unity ML-Agents and trained a neural
network using the PPO (Proximal Policy Optimization) algorithm. The agent learne
to balance speed, fuel efficiency, and obstacle avoidance in a volatile environmen
Advanced Hydrodynamics: Implemented realistic water physics using DWP2
Hobbies (buoyancy, drag, lift force, planing) synchronized with Crest Ocean System waves.
Engineering & Optimization: Developed a custom "Bridge" for interaction between
Making music Rock climbing physics and visual water systems. Implemented Object Pooling for dynamic
obstacles to ensure stable performance during training epochs.
Playing games Collecting anime
Tools & Debugging: Created custom Python environments for training and C#
Reading figurines debugging tools (Gizmos, CSV logging) to analyze the agent's reward signals
(Reward Function Engineering).

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