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Dmytro

Senior Unreal Engine Developer

Возраст:
24 года
Город проживания:
Житомир
Готов работать:
Удаленно

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DMYTRO VYHIVSKYI
L E A D U N R E A L E N G I N E D E V E LO P E R | S YS T E M S A R C H IT E CT

[открыть контакты](см. выше в блоке «контактная информация») | Portfolio / Website

PROFESSIONAL SUMMARY

Results-driven Unreal Engine Engineer and Systems Architect specializing in C++ modular design,
Server-Authoritative multiplayer, and hardware-constrained performance optimization. Proven
track record in technical leadership—architecting tech stacks, defining modular dependencies,
and sequencing implementation phases to ensure system resilience against shifting client
requirements. Adept at balancing strict performance budgets (e.g., 72 FPS for Meta Quest 3) with
complex Data-Driven gameplay systems, low-level Render Thread operations, and custom
backend orchestration via Python and Docker.

CORE COMPETENCIES

▹ Systems Architecture & Tech Stack ▹ Modular Dependency Management
Selection

▹ Performance Profiling & Optimization ▹ Multiplayer Replication & Client Prediction
▹ Technical Roadmapping & Scope ▹ Backend Orchestration (Python, Docker)
Governance

TECHNICAL SKILLS

Languages & Scripting: C++ (Advanced), Python (Backend/Tools), Blueprint (Advanced), SQL.

Architecture & Design: Loosely coupled dependency design, Data-Driven logic, Technology
stack evaluation, System resilience for volatile requirements.

Game Engines: Unreal Engine 4/5 (Advanced – Technical Game Design, Network Replication,
Level Design, VR Development), Unity (Basic).

Profiling & Optimization: Unreal Insights (Task Graph, CPU Threads), RenderDoc, OVR Metrics
Tool, GPU/CPU Frame-time decomposition, Memory tracking, Draw-call & Shader permutation
auditing.

Networking & Infrastructure: Custom WebSockets backends, Docker + Docker Compose,
HAProxy, Apache, CloudFlare, Debian Linux administration.

Gameplay & Render Systems: Server-Authoritative architectures, Object Pooling, Custom Actor
Components, Math/Ballistics, 3D Volume Render Targets, GPU-level texture manipulation.
Tools, QA & Version Control: Perforce (self-hosted server administration), Git/GitHub, QA/QC
(Manual, Regression, Exploratory, Test Case Creation), Documentation (Obsidian, Markdown),
Content Import & Optimization (FBX), Lighting & Baking (Nanite/Lumen workflows).

EXPERIENCE

Lead / Freelance Unreal Engine Developer September, 2016 – Present

Self-Employed

Acted as Technical Lead and Systems Architect on multiple commercial and private titles,
including complex NDA projects across PC and VR platforms.

Designed core system architectures, selecting optimal engine features and external
technology stacks to meet specific project constraints and performance targets.

Authored comprehensive technical roadmaps, determining the strategic sequence of
implementation phases, labor/budget estimations, and performance governance models.

Developed fully replicated C++ frameworks supporting custom modifier interfaces, object
pooling, and deterministic multi-layer penetration ballistics.

Developer & QA of Private Projects (PC/Mobile/VR) September, 2016 – Present

Developed projects and executed detailed test cases for mobile (Meta Quest 2/3) and PC-VR
platforms to identify functional and user defects.

Conducted manual testing on multiple platforms, including exploratory, smoke, and regression
testing.

Documented bugs using Obsidian and collaborated with developers to fix them effectively,
ensuring compliance with design documents.

FEATURED PROJECTS

Interactive VR Hair Clipping System | Lead Developer & Architect (Standalone Meta Quest 3)

Architecture & Leadership: Defined the technology stack and sequence of implementation.
Designed a modular plugin structure to quickly accommodate design changes requested by
the client.

Rendering & RHI: Engineered a custom C++ plugin using 3D Volume Render Targets and
Render Thread RHI operations (ENQUEUE_RENDER_COMMAND) for real-time volumetric hair
cutting, utilizing double-buffering.

Profiling: Conducted rigorous profiling using Unreal Insights and RenderDoc to identify
CPU/GPU bottlenecks, ensuring a strict budget of ≤13.8 ms frame time for a stable 72 FPS on
Android Vulkan.
LA:FO Project | Creator / Systems Architect (Indie UE5 Multiplayer Prototype)
Portfolio / LA:FO Section

Data-Driven Design: Engineered a highly modular weapon framework (utilizing custom C++
structs like FGunConfigData and Curves), enabling rapid iteration of game mechanics.

Backend Orchestration: Selected a custom Python/CloudFlare tech stack for backend
development, creating a WebSocket-based player authentication and server browser system.

Dynamic Deployment: Designed a robust traffic-routing infrastructure on Debian 12,
dynamically spinning up Unreal Dedicated Server instances via Docker and load-balancing with
HAProxy and Apache.

Gameplay & Networking: Architected a Server-Authoritative ballistics system with Client
Prediction to seamlessly mask network latency.

Lyrvane Park | Unreal Engine 5 Game Development — Likater Studio
Steam Page

First-person horror puzzle-adventure. Implemented gameplay systems, architecture logic, and
numerous Blueprint-based mechanics including puzzle interactions and environmental behavior.
Contributed to prototyping and QA within the production team environment.

Project still in active development. Role: Unreal Engine Developer (Blueprints & Gameplay Systems).

«TELOS» Project | Technical Design & Lead Developer (Fan-made UE5 Restoration)
swkotor.dev

A massive fan project recreating areas of KOTOR II in Unreal Engine 5. Responsibilities include
technology selection, environment art, scripting, optimization, and overall production supervision.

Architectural Visualization Showcase | Unreal Engine 5 Path Tracing Rendering
Gallery | Interactive Model (Sketchfab)

Interior and exterior visualizations created from scratch using UE5 Path Tracing. Includes lighting
design, material setup, environment composition, and interactive configuration via Sketchfab.

Red Moon Project: Prologue | Conceptual Game Design Document
Detailed project summary

Psychological sci-fi horror narrative adventure GDD prepared as part of a real recruitment
assignment; includes pitch, narrative, gameplay loop, production roadmap, and team structure.
ACHIEVEMENTS & INTERESTS

Passionate gamer with deep admiration for narrative-driven games like Star Wars KotOR, Mass
Effect Trilogy, and Drew Karpyshyn’s storytelling (The Darth Bane Trilogy and the Revan novel).

Fan of innovative game development approaches and inspired by classic BioWare's
commitment to player-first experiences; "Videogames this Art".

Delighted with the execution of Mass Effect on UE 3.5 and Galaxy Map | Mass Effect 2 on UE
3.5.

Inspired by SWKotOR, I recreated the location in Unreal Engine 4 to study level design.

Extensive experience reverse-engineering game engines entirely for the sake of the content
needed, with the aim of implementing interesting game mechanics or extracting entire
locations.

EDUCATION & LANGUAGES

B.S. in Electrical Power Engineering & Electromechanics (Sep 2023 – May 2026)

B.S. in Computer Engineering (Sep 2021 – May 2023)

Junior Specialist in Software Engineering (Sep 2018 – May 2021)

English: Technical proficiency (A2/B1 equivalent; completely fluent in UE/C++ documentation,
API specs, and technical roadmapping). Actively learning.

Ukrainian / Russian: Native.

AVAILABILITY & RELOCATION

Remote Work: Fully equipped for remote development and server hosting with a high-
performance PC (Ryzen 9 3950X, RTX 2080 Ti, 64GB RAM, 4TB NVMe SSD). If necessary, a Meta
Quest 3 VR headset.

Future Relocation: Open to relocating to an office after 6 months of employment. Interested in
long-term career growth with aspirations to advance into roles such as Systems Architect, Tech
Lead, or Technical Designer.

I am comfortable conducting interviews in writing and would greatly appreciate any feedback you
might have. Thank you!

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