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.
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.
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.
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.
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.
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.
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.
Successfully shipped on Steam, Nintendo Switch, App Store, and Google Play. Received positive critical reception and remains commercially active across all platforms.
UnityEngine.Debug calls execute in release builds, wasting CPU on low-end devices. Manually wrapping thousands of calls breaks Editor double-click navigation.
Drop-in wrapper in a separate assembly using [Conditional("LOGGING")] — logs compile out entirely in release. Editor still navigates to original call sites.
Zero-friction integration (one folder drop). Eliminates all log overhead in production builds with no changes to existing call sites.
Strip all Debug calls from release builds with zero code changes. Uses [Conditional] + separate assembly so Editor navigation still jumps to original call sites.
Add a [Button] attribute to any method and it appears as a button in the Unity Inspector — no custom Editor script required.
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.