Vasyl
Romanets

Senior Unity Developer  •  11+ Years Experience  •  Kyiv, Ukraine 🇺🇦

I write C# that teams are proud to maintain — and ship games that reach millions. Specialising in scalable Unity architectures and performance optimisation, I've taken titles from indie to top-grossing live apps across mobile, PC, and console, serving millions of daily active users.

Vasyl Romanets
About

Who I Am

Currently
At Moon Active shipping features for Travel Town · Exploring Unity 6 rendering features & DOTS · Actively integrating AI-assisted workflows (Cursor, Claude Code) into daily development

I've spent over a decade taking games from concept to production across mobile, PC, and console. I've worked in both fast-moving indie studios and large-scale product companies — shipping full features solo and collaborating across large engineering teams under tight live-ops pressure.

Since October 2019 at Moon Active, I've been a key contributor to Pet Master and Travel Town — two of the highest-grossing mobile titles in their genres, collectively serving tens of millions of daily active users. My work spans feature development, performance optimization, and long-term codebase health at a scale very few Unity developers encounter.

Before that, I was a core developer at FaceIT, where I played a key role in building Summer Catchers, a cross-platform title that shipped on Steam, Nintendo Switch, iOS, and Android. Working alongside a strong technical team, I took deep ownership of the game loop, UI systems, multi-platform input, co-op mode, analytics pipeline, localization, achievements, and cloud saves.

I'm a strong advocate for SOLID principles, clean architecture, and developer experience. I actively contribute to the Unity ecosystem through open-source tooling, including a credited contribution to DOTween — used by hundreds of thousands of Unity projects worldwide.

Languages
Ukrainian — Native English — C1
Outside Work
♞ Chess 🎵 Music 🏃 Sport 🐱 Cats & Dogs
Skills

Technical Expertise

Core Unity
Unity 2D/3DC# Scripting APIRendering Pipeline uGUI / NGUIMecanim / Animation Particle SystemDOTween Unity DOTS Shader Graph Unity Services
Architecture
SOLID PrinciplesGoF Patterns ECSMVC / MVVM Zenject / StrangeIoCObject Pooling Data StructuresAlgorithms
Performance
Memory OptimizationUnity Profiler AddressablesAsset Bundles Build SizeRendering Opt. Physics Opt.Frame Debugger
Systems & Integration
Analytics / StatsLocalization AchievementsCloud Saves UniRxasync/await Rewired / InputClient-Server
Platform & Publishing
SteamGoogle Play App StoreNintendo Switch Android PluginsiOS Plugins Custom Shaders
Tools & Process
Git (LFS, hooks, submodules) Jira / Confluence TeamCity / Jenkins Unity Cloud Build Postman Agile / Scrum
AI-Assisted Development
Cursor Claude Code GitHub Copilot ChatGPT AI-driven Refactoring Prompt Engineering
Projects

Featured Work

Travel Town gameplay gif
Travel Town
iOS · Android · Moon Active
01
About

A top-grossing merge-adventure mobile game with a deep progression economy, large live-ops content pipeline, and one of the most complex Unity codebases in the mobile gaming industry.

Contribution

Designed and shipped new gameplay features end-to-end; improved core architecture by decoupling tightly coupled systems and extracting shared logic into reusable, independently versioned packages. Drove legacy refactors that reduced technical debt and unblocked parallel team delivery.

Impact

Features shipped to tens of millions of daily active users with zero critical regressions. Package extraction work reduced cross-team integration friction and became the internal standard for new feature modules.

UnityC#Strange IoC DOTweenFirebaseMobile
Summer Catchers gameplay gif
Summer Catchers
Steam · Switch · iOS · Android
02
Problem

Deliver a premium indie game across four platforms — PC, Nintendo Switch, iOS, and Android — with a small team, physics-driven gameplay, local co-op, and full localization, while maintaining consistent quality on both high-end and low-end hardware.

Solution

Served as a Core Unity Developer in a senior three-person team, responsible for the technical implementation of the procedural world generation, physics-based driving systems, the Rewired-based co-op input pipeline, UI architecture, and Mecanim animations, while managing technical synchronization with the publisher.

Impact

Successfully shipped on Steam, Nintendo Switch, App Store, and Google Play. Received positive critical reception and remains commercially active across all platforms.

UnityC#2D Physics Cross-platformRewiredDOTween
Unity Log Wrapper screenshot
UnityLogWrapper
Open Source · ★ 6
03
Problem

UnityEngine.Debug calls execute in release builds, wasting CPU on low-end devices. Manually wrapping thousands of calls breaks Editor double-click navigation.

Solution

Drop-in wrapper in a separate assembly using [Conditional("LOGGING")] — logs compile out entirely in release. Editor still navigates to original call sites.

Impact

Zero-friction integration (one folder drop). Eliminates all log overhead in production builds with no changes to existing call sites.

C#UnityPerformance
Experience

Work History

Oct 2019 — Present
Senior Unity Developer
Moon Active · Kyiv, Ukraine
Key contributor on Pet Master and Travel Town — top-grossing mobile titles with tens of millions of DAU, running on one of the most demanding Unity codebases in the industry.
Designed and delivered new gameplay features end-to-end; refactored legacy systems to improve reliability, testability, and team velocity at scale.
Contributed to a module extraction initiative — helping decompose monolithic features into reusable, independently versioned packages to improve scalability and code ownership within the team.
Adopted AI-assisted tooling (Cursor, Claude Code) early, resulting in measurably faster delivery cycles without compromising code review standards.
UnityC#Strange IoC FirebaseFacebook SDKDOTween AltUnity TesterGitJiraConfluence
Jun 2015 — Sep 2019
Unity Developer
Face IT · Zaporizhzhia, Ukraine
Core developer and key technical contributor on Summer Catchers — a physics-driven cross-platform indie game shipped on Steam, Nintendo Switch, iOS, and Android from a single codebase.
Co-developed and built the entire technical foundation: game architecture, full UI system, Mecanim animations, and a Rewired-based multi-platform co-op input pipeline.
Integrated the full game services layer: analytics, statistics, localization, achievements, and cloud saves. Primary technical contact with the publisher and localization vendor.
Delivered comprehensive performance optimization passes across CPU, memory, GPU, build size, and load times. Built custom Editor tooling (inspectors, property drawers, editor windows) that accelerated the team's iteration speed throughout the project.
UnityC#Rewired DOTweenGame Analytics Unity Cloud BuildFacepunch.SteamworksGit
Jan 2019 — Feb 2019
Open Source Contributor
DOTween · Rome, Italy · alongside Face IT
Identified and resolved edge-case bugs in DOTween — the most widely adopted tween engine in the Unity ecosystem, used in hundreds of thousands of projects. Contributions shipped in all subsequent releases; formally credited on the official credits page.
C#DOTweenUnity
Apr 2018 — May 2018
Unity Developer (Contract)
Amrita Studio · Dnipro, Ukraine · part-time alongside Face IT
Delivered a highly-optimized audio system and “screen borders” feature for the match-3 title Birds Isle, meeting strict performance requirements for mid-range Android devices.
Performed a full codebase audit and presented a structured refactoring roadmap. Was offered a permanent Team Lead role — declined in order to ship Summer Catchers.
UnityC#Unity UIGit
Jul 2015 — Aug 2015
Unity Developer
Vertigo LTD · Istanbul, Turkey · part-time remote alongside Face IT
Developed Get 20, a sliding-block puzzle game — built the full game from scratch, integrated in-app purchases, ad mediation, and leaderboards, and successfully published on both App Store and Google Play.
UnityC#NGUI SoomlaAdMobGit
Nov 2014 — Jun 2015
Unity Developer
TvoiNet Games · Zaporizhzhia, Ukraine
First professional Unity role. Developed mobile game prototypes across multiple projects, integrating monetization (IAP, ad networks) from day one. Built the hands-on foundation in Unity, C#, and mobile publishing pipelines that all subsequent work built upon.
UnityC#NGUIAdMob
Open Source

GitHub Contributions

UnityLogWrapper
6

Strip all Debug calls from release builds with zero code changes. Uses [Conditional] + separate assembly so Editor navigation still jumps to original call sites.

HandyButtons
5

Add a [Button] attribute to any method and it appears as a button in the Unity Inspector — no custom Editor script required.

Contact
Open to new roles · Remote or Kyiv

Let's build
something great.

Open to senior individual contributor and tech lead roles at product companies building games at scale. Happy to discuss architecture, engineering culture, or anything Unity-related — I typically respond within a day.