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Максим

Unity developer

Возраст:
21 год
Город проживания:
Запорожье
Готов работать:
Запорожье, Киев, Львов, Удаленно

Контактная информация

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GLIEBOV MAKSYM
Gameplay Programmer
Zaporizhzhia, Ukraine | [открыть контакты](см. выше в блоке «контактная информация») | [открыть контакты](см. выше в блоке «контактная информация») | LinkedIn | Portfolio | GitHub

Recent Software Engineering graduate specializing in Unity gameplay programming, with experience designing and shipping complete
gameplay systems solo, including mobile titles, from custom networking architecture to full RPG game loops. Comfortable owning a system
end-to-end: inventory, combat, dialogue, quests, custom netcode, and procedurally controlled characters. Two published Unity/mod tools
with a combined 75,000+ downloads, demonstrating code that survives real-world use.

SKILLS
Engine: Unity (component architecture, physics, animation, UI, ScriptableObjects)
Programming: C# (primary), C++ (foundational), Python (basic), x86 Assembly (foundational)
Specialties: Systems architecture & modular design, custom networking (Unity Transport), gameplay state management, procedural
animation & IK
Tools: Git, Blender (basic 3D modelling), Photoshop, Illustrator, Premier Pro

SELECTED PROJECTS

QuickChess — Networked Tabletop Game — Solo | Unity, Unity Transport
● Built a fully custom networking layer (raw Unity Transport, no NGO) supporting chess, checkers, and non-standard variants (4-
player and 2v2 chess) from one modular ruleset.
● Designed a data-driven architecture where game modes, teams, and piece rules are defined independently, allowing new variants
to be added without touching core netcode.
● Implemented desync detection based on board-state hash comparison, resynchronizes automatically.

Brawler VR — NPAR (Non-Playable Active Ragdoll) — Solo | Ongoing | Unity, VR
● Designed and built a modular procedural character control system (NPAR) using PID controllers for physics-based self-balancing,
walking, and running — no baked animation driving locomotion.
● Architected the system as independently testable subsystems: body/arm/leg controllers, muscle control, animation blending,
navigation, and a simple AI “brain” layer.
● Profiled and optimized character performance using the Unity Profiler, doubling the number of simultaneously active characters
through targeted raycast and collider optimization.
● Formed the technical basis of my bachelor's diploma project.

Third-Person Fantasy RPG — Solo | Unity
● Implemented a full gameplay loop from scratch: inventory with world pickup/drop, equippable gear, multiple magic spells, a boss
encounter, dialogue, shop, and quest systems.
● Focused on system interoperability — inventory, shop, and quest systems all share underlying item/state data.

PUBLISHED MODS
Advanced Physics (People Playground) — Steam Workshop, ~63,000 unique subscribers. Adds independent fixed-timestep control for
normal and slow-motion play to reduce physics clipping; built on the community Union Framework for in-game settings UI.
FoodSorting (Valheim) — Nexus Mods & Thunderstore, ~14,000 downloads. Harmony-based post-hook that reorders the crafting menu by
item stats.

ADDITIONAL PROJECTS
2D multiplayer top-down tank PvP (NGO networking) • Vampire-survivors-style 2D game • Hyper casual level-based mobile shooter with
timing-based mechanics • BuiltIT — mobile stacking game with balance physics and a cosmetic shop system

EDUCATION
National University “Zaporizhzhia Polytechnic” — Bachelor’s Degree in Software Engineering, 2026 | GPA: 89.05/100
Diploma Thesis: “Software Implementation of Active Ragdoll Control for Self-Balancing and Movement in Gameplay Mechanics”

LANGUAGES
English — B2 • Ukrainian — Native • russian — Native

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