Unity Game Developer with 6+ years of commercial experience.
I build high‑performance, multiplayer, and cross‑platform games for Mobile, PC, and Web.
Unity & C#
Zenject · VContainer · Cinemachine · SOLID · OOP · ECS · DOTS
ShaderGraph · VFXGraph · URP · HDRP · UI Toolkit · ProBuilder
Networking
Netcode for GameObjects · Netcode for Entities · Mirror · Photon · UNet (legacy)
Asset Management & Input
Addressables · New Input System · Asset Bundles
Tools & Platforms
Git · WebGL · iOS · Android · PC · Console · Editor Scripting
Project Management
Kanban · Notion · Obsidian · Jira
| Project | Role | Period | Key Contributions |
|---|---|---|---|
| Warhammer 40,000: Tacticus (Snowprint Studios – Sweden) |
Unity Developer | 04/2022 – Present | • Refactored combat with ECS/DOTS (25→45 FPS) • Addressables reduced load time by 20.43% • Introduced VContainer + SOLID (test coverage 55%→72%) • Built Editor Scripting tools for map generation |
| Scavengers (Midwinter Entertainment – Canada/UK) |
Unity Developer | 02/2020 – 04/2022 | • Migrated UNet → Netcode for GameObjects (disconnects -24%, sync +16.43%) • Built AI with DOTS + Netcode for Entities (60-player PvPvE) • Led code reviews for 5 juniors |
| The Cycle: Frontier (Yager Development – Germany) |
Unity Developer | 08/2018 – 02/2020 | • Integrated New Input System (input issues -74.8%) • Extended NavMesh Agents for alien AI (accuracy 18.4%→21.6%) • Added WebGL support (QA setup -3 days) • Optimized VFX Graph (visual score 4.0→4.5) |
Bauman Moscow State Technical University
- Bachelor’s in Computer Science – 2017–2021
- Master’s in Software Engineering – 2021–2023
- 📧 [email protected]
- 🐦 GitHub
- Unity DOTS & ECS optimizations
- Netcode for Entities in large-scale multiplayer
- Procedural generation & AI pathfinding behaviours
⚡ Fun fact: I once increased unit test coverage from 62% to 78% just because I was tired of fixing bugs manually. 😄