Professional Summary
Results-driven Unreal Engine Engineer and Systems Architect specializing in C++ modular design, Server-Authoritative multiplayer, and hardware-constrained performance optimization. Proven track record in technical leadership—architecting tech stacks, defining modular dependencies, and sequencing implementation phases to ensure system resilience against shifting client requirements. Adept at balancing strict performance budgets (e.g., 72 FPS for Meta Quest 3) with complex Data-Driven gameplay systems, low-level Render Thread operations, and custom backend orchestration via Python and Docker.
Core Competencies
Systems Architecture & Tech Stack Selection
Modular Dependency Management
Performance Profiling & Optimization
Multiplayer Replication & Client Prediction
Technical Roadmapping & Scope Governance
Backend Orchestration (Python, Docker)
Technical Skills
- Languages & Scripting: C++ (Advanced), Python (Backend/Tools), Blueprint (Advanced), SQL.
- Architecture & Design: Loosely coupled dependency design, Data-Driven logic, Technology stack evaluation, System resilience for volatile requirements.
- Game Engines: Unreal Engine 4/5 (Advanced – Technical Game Design, Network Replication, Level Design, VR Development), Unity (Basic).
- Profiling & Optimization: Unreal Insights (Task Graph, CPU Threads), RenderDoc, OVR Metrics Tool, GPU/CPU Frame-time decomposition, Memory tracking, Draw-call & Shader permutation auditing.
- Networking & Infrastructure: Custom WebSockets backends, Docker + Docker Compose, HAProxy, Apache, CloudFlare, Debian Linux administration.
- Gameplay & Render Systems: Server-Authoritative architectures, Object Pooling, Custom Actor Components, Math/Ballistics, 3D Volume Render Targets, GPU-level texture manipulation.
- Tools, QA & Version Control: Perforce (self-hosted server administration), Git/GitHub, QA/QC (Manual, Regression, Exploratory, Test Case Creation), Documentation (Obsidian, Markdown), Content Import & Optimization (FBX), Lighting & Baking (Nanite/Lumen workflows).
Experience
Lead / Freelance Unreal Engine Developer
September, 2016 – Present
Self-Employed
- Acted as Technical Lead and Systems Architect on multiple commercial and private titles, including complex NDA projects across PC and VR platforms.
- Designed core system architectures, selecting optimal engine features and external technology stacks to meet specific project constraints and performance targets.
- Authored comprehensive technical roadmaps, determining the strategic sequence of implementation phases, labor/budget estimations, and performance governance models.
- Developed fully replicated C++ frameworks supporting custom modifier interfaces, object pooling, and deterministic multi-layer penetration ballistics.
Developer & QA of Private Projects (PC/Mobile/VR)
September, 2016 – Present
- Developed projects and executed detailed test cases for mobile (Meta Quest 2/3) and PC-VR platforms to identify functional and user defects.
- Conducted manual testing on multiple platforms, including exploratory, smoke, and regression testing.
- Documented bugs using Obsidian and collaborated with developers to fix them effectively, ensuring compliance with design documents.
Featured Projects
Interactive VR Hair Clipping System |
Lead Developer & Architect (Standalone Meta Quest 3)
- Architecture & Leadership: Defined the technology stack and sequence of implementation. Designed a modular plugin structure to quickly accommodate design changes requested by the client.
- Rendering & RHI: Engineered a custom C++ plugin using 3D Volume Render Targets and Render Thread RHI operations (
ENQUEUE_RENDER_COMMAND) for real-time volumetric hair cutting, utilizing double-buffering.
- Profiling: Conducted rigorous profiling using Unreal Insights and RenderDoc to identify CPU/GPU bottlenecks, ensuring a strict budget of ≤13.8 ms frame time for a stable 72 FPS on Android Vulkan.
LA:FO Project |
Creator / Systems Architect (Indie UE5 Multiplayer Prototype)
Portfolio / LA:FO Section
- Data-Driven Design: Engineered a highly modular weapon framework (utilizing custom C++ structs like
FGunConfigData and Curves), enabling rapid iteration of game mechanics.
- Backend Orchestration: Selected a custom Python/CloudFlare tech stack for backend development, creating a WebSocket-based player authentication and server browser system.
- Dynamic Deployment: Designed a robust traffic-routing infrastructure on Debian 12, dynamically spinning up Unreal Dedicated Server instances via Docker and load-balancing with HAProxy and Apache.
- Gameplay & Networking: Architected a Server-Authoritative ballistics system with Client Prediction to seamlessly mask network latency.
Lyrvane Park |
Unreal Engine 5 Game Development — Likater Studio
Steam Page
First-person horror puzzle-adventure. Implemented gameplay systems, architecture logic, and numerous Blueprint-based mechanics including puzzle interactions and environmental behavior. Contributed to prototyping and QA within the production team environment.
Project still in active development. Role: Unreal Engine Developer (Blueprints & Gameplay Systems).
«TELOS» Project |
Technical Design & Lead Developer (Fan-made UE5 Restoration)
swkotor.dev
A massive fan project recreating areas of KOTOR II in Unreal Engine 5. Responsibilities include technology selection, environment art, scripting, optimization, and overall production supervision.
Architectural Visualization Showcase |
Unreal Engine 5 Path Tracing Rendering
Gallery |
Interactive Model (Sketchfab)
Interior and exterior visualizations created from scratch using UE5 Path Tracing. Includes lighting design, material setup, environment composition, and interactive configuration via Sketchfab.
Red Moon Project: Prologue |
Conceptual Game Design Document
Detailed project summary
Psychological sci-fi horror narrative adventure GDD prepared as part of a real recruitment assignment; includes pitch, narrative, gameplay loop, production roadmap, and team structure.
Achievements & Interests
- Passionate gamer with deep admiration for narrative-driven games like Star Wars KotOR, Mass Effect Trilogy, and Drew Karpyshyn’s storytelling (The Darth Bane Trilogy and the Revan novel).
- Fan of innovative game development approaches and inspired by classic BioWare's commitment to player-first experiences; "Videogames this Art".
- Delighted with the execution of Mass Effect on UE 3.5 and Galaxy Map | Mass Effect 2 on UE 3.5.
- Inspired by SWKotOR, I recreated the location in Unreal Engine 4 to study level design.
- Extensive experience reverse-engineering game engines entirely for the sake of the content needed, with the aim of implementing interesting game mechanics or extracting entire locations.
Education & Languages
B.S. in Electrical Power Engineering & Electromechanics (Sep 2023 – May 2026)
B.S. in Computer Engineering (Sep 2021 – May 2023)
Junior Specialist in Software Engineering (Sep 2018 – May 2021)
- English: Technical proficiency (A2/B1 equivalent; completely fluent in UE/C++ documentation, API specs, and technical roadmapping). Actively learning.
- Ukrainian / Russian: Native.
Availability & Relocation
Remote Work: Fully equipped for remote development and server hosting with a high-performance PC (Ryzen 9 3950X, RTX 2080 Ti, 64GB RAM, 4TB NVMe SSD). If necessary, a Meta Quest 3 VR headset.
Future Relocation: Open to relocating to an office after 6 months of employment. Interested in long-term career growth with aspirations to advance into roles such as Systems Architect, Tech Lead, or Technical Designer.
I am comfortable conducting interviews in writing and would greatly appreciate any feedback you might have. Thank you!