Сервис поиска работы №1 в Украине
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Senior Unreal Engine Developer, Systems Architect
- Город проживания:
- Житомир
- Готов работать:
- Удаленно
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D MY T R O V Y H I V S K Y I
S E N I O R U E 5 S Y S T E M S A R C H IT E CT | C + + E N G I N E E R | M U LT I P L AY E R & B A C K E N D
[открыть контакты ](см. выше в блоке «контактная информация») | rikudosmpai.com | LinkedIn | Ukraine (Remote-only, B2B Contract)
P R O F E S S I O N A L S U M M A RY
Senior UE5 Systems Architect & C++ Engineer with 8+ years of commercial experience building server-authoritative
multiplayer infrastructure, proprietary graphics systems, and high-load backends. Architected Docker-orchestrated
dedicated server pipelines capable of managing 50+ concurrent UE5 instances. Delivered stable 72 FPS on Meta
Quest 3 under a strict 13.8ms frame budget through custom RHI/Vulkan optimizations. Highly proficient in low-level
C++ gameplay math and HLSL shader optimization. Currently acting as the primary technical architect for Play
Fusion Labs, delivering end-to-end UE5 solutions for incoming enterprise clients. Available for remote B2B
contracts.
CORE COMPETENCIES & TECHNICAL SKILLS
Languages: C++ (C++20/23, Advanced), Python, Blueprint (Advanced), SQL, HLSL.
Network & Backend: Server-Authoritative Architecture, High-Load Orchestration (Docker Engine API), REST API
Integration (FHttpModule), WSS Tunnels, JWT Auth, Client Prediction.
Engine & Graphics: Unreal Engine 4/5, Advanced 3D Math (Quaternions, Spatial Transforms), Render Targets, RHI
Programming, ENQUEUE_RENDER_COMMAND, Android Vulkan optimization.
UI/UX Pipeline: UMG/Slate, React-to-UE5 integration, Procedural UI Materials.
Architecture: Loosely coupled dependency design, Data-Driven logic, Technical Roadmapping.
PROFESSIONAL EXPERIENCE
Play Fusion Labs
Jan 2023 – Present
LEAD UE5 SYSTEMS ARCHITECT (CONTRACT)
Acting as the primary technical architect for incoming enterprise clients, collaborating with Project Management to
deliver complex end-to-end UE5 solutions.
Project: Cloud-based Pixel Streaming Platform Feb 2025 – Present
- Infrastructure & Security: Identified DDoS/Cloudflare risks in ephemeral cloud instances. Architected a secure
Web-to-UE "Token Handshake" to propagate JWT tokens via launch parameters, bypassing direct IP blocks.
- REST API & DX Toolkit: Engineered an asynchronous C++ authentication framework. Built a reusable Blueprint
API library with automatic token injection and UI-level rate-limiting, allowing UI artists to integrate backend
endpoints safely without touching C++.
- Performance: Handled complex JSON parsing with custom UJSONWrapper classes, achieving zero memory
leaks and preventing UI thread blocking.
Project: B2B VR Training Simulator for Meta Quest 3 Jan 2023 – Jan 2025
- Mobile VR Optimization: Achieved a stable 72 FPS on Meta Quest 3 (Android Vulkan) rendering high-poly
MetaHuman assets, delivered under a strict 13.8ms frame budget.
- Custom Volumetric Clipping: Engineered a custom C++ voxel 3D masking system to bypass native UE Groom
limitations on mobile hardware, enabling real-time dynamic interactions unavailable out of the box.
- RHI State Serialization: Implemented real-time Undo/Redo mechanics via low-level 3D Render Target
serialization (preserving RHI texture states directly into memory).
- Data-Driven Architecture: Decoupled interaction logic from rendering by splitting the architecture into State,
Tool, and Presentation layers.
Last Art Studio (Proprietary MMO Framework)
Mar 2022 – Present
LEAD SYSTEMS ARCHITECT
LA:FO (Multiplayer Flight Combat)
- High-Load Orchestration: Designed a backend capable of orchestrating 50+ concurrent UE5 Dedicated Server
instances via the Docker Engine API with dynamic spin-up and load balancing.
- Network Engineering & DPI Bypass: Engineered a Dual-Plane network: combat traffic via UDP (Epic Online
Services) and meta/control traffic via a custom C++20 coroutine WSS Tunnel (SOCKS5 over WebSocket)
masking through Cloudflare CDN, successfully solving DPI blocking issues.
- Data Compression (Bitpacking): Reduced equipment replication payload by ~70% via custom bitwise
operations—compressing a full Combat Manifest into a 16-byte matrix.
- Advanced C++ Gameplay Math: Developed custom UActorComponent architectures for procedural vehicle
and weapon control. Authored math libraries handling quaternions, spatial transformations, and predictive
aiming (lead calculation) with network interpolation and gimbal lock prevention.
- UI Pipeline & HLSL Optimization: Designed and currently implementing a highly performant React-to-UE5
(UMG/Slate) integration pipeline. Engineered custom HLSL shaders and procedural UI materials to drastically
reduce VRAM overhead and draw calls.
Likater Studio
Jan 2025 – Mar 2026
UNREAL ENGINE DEVELOPER
Project: Lyrvane Park (Core Dev & Release Prep)
- Gameplay Engineering: Implemented gameplay systems, architecture logic, and Blueprint-based mechanics
including complex puzzle interactions and environmental behavior.
- Production Integration: Contributed to active prototyping, debugging, and QA within a structured production
team environment, successfully delivering logic for a commercial Steam release: Lyrvane Park on Steam.
C O M M E R C I A L A S S E T S & P U B L I C AT I O N S
EasyREST — Commercial C++ Plugin, Epic Games FAB Marketplace (2026)
A comprehensive workflow toolset and REST API integration framework for Unreal Engine. Production-ready, fully
documented asset demonstrating clean C++ architecture and robust web-to-engine communication.
Red Moon Project — Concept Architecture & TGD Case Study
Comprehensive Technical Game Design document demonstrating expertise in technical roadmapping, modular
dependency management, and scope governance. (Available upon request)
E D U C AT I O N
B.S. in Electrical Power Engineering & Electromechanics
Zhytomyr Agrotechnical Professional College | Sep 2023 – Jun 2026
B.S. in Computer Engineering
Zhytomyr Polytechnic State University | Sep 2021 – Jun 2023
Junior Specialist in Software Engineering
Zhytomyr Agrotechnical Professional College | Sep 2018 – Jun 2021
L A N G U A G E S & E Q U I P M E NT
English: Professional Working Proficiency (B1/B2) — fluent in UE/C++ documentation, API specs, and async written
communication (Slack, Jira, Discord). Capable of conducting technical voice syncs with Tech Leads.
Ukrainian / Russian: Native.
Hardware: High-end remote development workstation (Ryzen 9 3950X, RTX 2080 Ti, 64GB RAM, 4TB NVMe SSD).
Meta Quest 3 for VR testing.
S E N I O R U E 5 S Y S T E M S A R C H IT E CT | C + + E N G I N E E R | M U LT I P L AY E R & B A C K E N D
[
P R O F E S S I O N A L S U M M A RY
Senior UE5 Systems Architect & C++ Engineer with 8+ years of commercial experience building server-authoritative
multiplayer infrastructure, proprietary graphics systems, and high-load backends. Architected Docker-orchestrated
dedicated server pipelines capable of managing 50+ concurrent UE5 instances. Delivered stable 72 FPS on Meta
Quest 3 under a strict 13.8ms frame budget through custom RHI/Vulkan optimizations. Highly proficient in low-level
C++ gameplay math and HLSL shader optimization. Currently acting as the primary technical architect for Play
Fusion Labs, delivering end-to-end UE5 solutions for incoming enterprise clients. Available for remote B2B
contracts.
CORE COMPETENCIES & TECHNICAL SKILLS
Languages: C++ (C++20/23, Advanced), Python, Blueprint (Advanced), SQL, HLSL.
Network & Backend: Server-Authoritative Architecture, High-Load Orchestration (Docker Engine API), REST API
Integration (FHttpModule), WSS Tunnels, JWT Auth, Client Prediction.
Engine & Graphics: Unreal Engine 4/5, Advanced 3D Math (Quaternions, Spatial Transforms), Render Targets, RHI
Programming, ENQUEUE_RENDER_COMMAND, Android Vulkan optimization.
UI/UX Pipeline: UMG/Slate, React-to-UE5 integration, Procedural UI Materials.
Architecture: Loosely coupled dependency design, Data-Driven logic, Technical Roadmapping.
PROFESSIONAL EXPERIENCE
Play Fusion Labs
Jan 2023 – Present
LEAD UE5 SYSTEMS ARCHITECT (CONTRACT)
Acting as the primary technical architect for incoming enterprise clients, collaborating with Project Management to
deliver complex end-to-end UE5 solutions.
Project: Cloud-based Pixel Streaming Platform Feb 2025 – Present
- Infrastructure & Security: Identified DDoS/Cloudflare risks in ephemeral cloud instances. Architected a secure
Web-to-UE "Token Handshake" to propagate JWT tokens via launch parameters, bypassing direct IP blocks.
- REST API & DX Toolkit: Engineered an asynchronous C++ authentication framework. Built a reusable Blueprint
API library with automatic token injection and UI-level rate-limiting, allowing UI artists to integrate backend
endpoints safely without touching C++.
- Performance: Handled complex JSON parsing with custom UJSONWrapper classes, achieving zero memory
leaks and preventing UI thread blocking.
Project: B2B VR Training Simulator for Meta Quest 3 Jan 2023 – Jan 2025
- Mobile VR Optimization: Achieved a stable 72 FPS on Meta Quest 3 (Android Vulkan) rendering high-poly
MetaHuman assets, delivered under a strict 13.8ms frame budget.
- Custom Volumetric Clipping: Engineered a custom C++ voxel 3D masking system to bypass native UE Groom
limitations on mobile hardware, enabling real-time dynamic interactions unavailable out of the box.
- RHI State Serialization: Implemented real-time Undo/Redo mechanics via low-level 3D Render Target
serialization (preserving RHI texture states directly into memory).
- Data-Driven Architecture: Decoupled interaction logic from rendering by splitting the architecture into State,
Tool, and Presentation layers.
Last Art Studio (Proprietary MMO Framework)
Mar 2022 – Present
LEAD SYSTEMS ARCHITECT
LA:FO (Multiplayer Flight Combat)
- High-Load Orchestration: Designed a backend capable of orchestrating 50+ concurrent UE5 Dedicated Server
instances via the Docker Engine API with dynamic spin-up and load balancing.
- Network Engineering & DPI Bypass: Engineered a Dual-Plane network: combat traffic via UDP (Epic Online
Services) and meta/control traffic via a custom C++20 coroutine WSS Tunnel (SOCKS5 over WebSocket)
masking through Cloudflare CDN, successfully solving DPI blocking issues.
- Data Compression (Bitpacking): Reduced equipment replication payload by ~70% via custom bitwise
operations—compressing a full Combat Manifest into a 16-byte matrix.
- Advanced C++ Gameplay Math: Developed custom UActorComponent architectures for procedural vehicle
and weapon control. Authored math libraries handling quaternions, spatial transformations, and predictive
aiming (lead calculation) with network interpolation and gimbal lock prevention.
- UI Pipeline & HLSL Optimization: Designed and currently implementing a highly performant React-to-UE5
(UMG/Slate) integration pipeline. Engineered custom HLSL shaders and procedural UI materials to drastically
reduce VRAM overhead and draw calls.
Likater Studio
Jan 2025 – Mar 2026
UNREAL ENGINE DEVELOPER
Project: Lyrvane Park (Core Dev & Release Prep)
- Gameplay Engineering: Implemented gameplay systems, architecture logic, and Blueprint-based mechanics
including complex puzzle interactions and environmental behavior.
- Production Integration: Contributed to active prototyping, debugging, and QA within a structured production
team environment, successfully delivering logic for a commercial Steam release: Lyrvane Park on Steam.
C O M M E R C I A L A S S E T S & P U B L I C AT I O N S
EasyREST — Commercial C++ Plugin, Epic Games FAB Marketplace (2026)
A comprehensive workflow toolset and REST API integration framework for Unreal Engine. Production-ready, fully
documented asset demonstrating clean C++ architecture and robust web-to-engine communication.
Red Moon Project — Concept Architecture & TGD Case Study
Comprehensive Technical Game Design document demonstrating expertise in technical roadmapping, modular
dependency management, and scope governance. (Available upon request)
E D U C AT I O N
B.S. in Electrical Power Engineering & Electromechanics
Zhytomyr Agrotechnical Professional College | Sep 2023 – Jun 2026
B.S. in Computer Engineering
Zhytomyr Polytechnic State University | Sep 2021 – Jun 2023
Junior Specialist in Software Engineering
Zhytomyr Agrotechnical Professional College | Sep 2018 – Jun 2021
L A N G U A G E S & E Q U I P M E NT
English: Professional Working Proficiency (B1/B2) — fluent in UE/C++ documentation, API specs, and async written
communication (Slack, Jira, Discord). Capable of conducting technical voice syncs with Tech Leads.
Ukrainian / Russian: Native.
Hardware: High-end remote development workstation (Ryzen 9 3950X, RTX 2080 Ti, 64GB RAM, 4TB NVMe SSD).
Meta Quest 3 for VR testing.
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