Senior Unity Developer with 7+ years of experience focused on mobile games, delivering gameplay systems and liveops features for iOS/Android/Amazon using ECS/HMVC, client–server economy, analytics, performance optimisation, and stable release pipelines. Mobile development was supported by CI/CD pipelines and automated testing for features and mechanics using TeamCity, Git-based workflows, Unity Test Framework, and NUnit. Extensive VR development experience includes VR interaction logic (SteamVR/OpenXR), NPC AI (FSM, Behavior Designer), character systems with inverse kinematics, UI and in-game shops, shaders, effects, leaderboards, and multiplayer networking in VR using Photon and Mirror, including client– server gameplay and networked object synchronisation.

Hleb Rahoisha

Senior Unity Developer with 7+ years of experience focused on mobile games, delivering gameplay systems and liveops features for iOS/Android/Amazon using ECS/HMVC, client–server economy, analytics, performance optimisation, and stable release pipelines. Mobile development was supported by CI/CD pipelines and automated testing for features and mechanics using TeamCity, Git-based workflows, Unity Test Framework, and NUnit. Extensive VR development experience includes VR interaction logic (SteamVR/OpenXR), NPC AI (FSM, Behavior Designer), character systems with inverse kinematics, UI and in-game shops, shaders, effects, leaderboards, and multiplayer networking in VR using Photon and Mirror, including client– server gameplay and networked object synchronisation.

Available to hire

Senior Unity Developer with 7+ years of
experience focused on mobile games,
delivering gameplay systems and liveops features for iOS/Android/Amazon
using ECS/HMVC, client–server economy,
analytics, performance optimisation,
and stable release pipelines. Mobile
development was supported by CI/CD
pipelines and automated testing for
features and mechanics using TeamCity,
Git-based workflows, Unity Test
Framework, and NUnit. Extensive VR
development experience includes VR
interaction logic (SteamVR/OpenXR),
NPC AI (FSM, Behavior Designer),
character systems with inverse
kinematics, UI and in-game shops,
shaders, effects, leaderboards, and
multiplayer networking in VR using
Photon and Mirror, including client–
server gameplay and networked object
synchronisation.

See more

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
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Language

English
Fluent
Belarusian
Fluent
Russian
Fluent
Polish
Intermediate

Work Experience

Senior Unity Developer at Playtika
June 1, 2023 - August 1, 2025
Developed mobile/VR/PC games with Unity/C#; implemented live-ops features, client-server gameplay, ECS-based systems, and performance optimizations for large-scale projects. Worked on analytics integration and testing, built AI/NAV mesh features, and contributed to code reviews and documentation.
Middle Unity Developer at Kevuru Games
October 1, 2021 - April 1, 2023
Worked on multi-layer mobile game features using a modular Unity architecture, focusing on client-server gameplay and performance optimization. Developed character systems with NavMesh, inverse kinematics, animations, and complex character setups. Implemented AI behaviors with Behavior Designer and contributed to build pipelines and tooling.
Junior Unity Developer at TAKU Studio
June 1, 2019 - February 1, 2020
Prototype hyper-casual game ideas; created simple shaders and supported build pipelines for mobile projects.
Junior Unity Developer at 4iLab
February 1, 2017 - April 1, 2018
Worked on VR game features, UI interactions and team workflow; contributed to shader creation and gameplay mechanics.

Education

Master Degree at BSU Faculty of Mechanics and Mathematics
September 1, 2012 - May 1, 2017
Master's Degree at Belarusian State University (BSU) - Faculty of Mechanics and Mathematics
September 1, 2012 - May 1, 2017
Master's Degree at BSU Faculty of Mechanics and Mathematics
September 1, 2012 - May 1, 2017
Master's Degree at Belarusian State University (BSU), Faculty of Mechanics and Mathematics
September 1, 2012 - May 1, 2017

Qualifications

Master Degree in Mechanics and Mathematics
September 1, 2012 - May 1, 2017

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Professional Services
    paper B3

    (PC/VR games development, participation in Unity Unite)
    https://www.twine.net/signin
    Responsible for writing and integrating all NPCs, weapon systems and game logic tied to UI, implementing VR interaction logic (object handlin
    integrating Photon for multiplayer co-op functionality with client–server gameplay and networked object synchronization.

    paper Drunk Or Dead

    (PC/VR games development)
    https://www.twine.net/signin
    Dead
    Worked on VR interaction logic, including object and
    weapon handling, controller input mapping, and
    physics-based interactions
    Implemented core game logic and contributed to key
    gameplay mechanics and systems

    paper Hell Road VR

    (PC/VR games development)
    https://www.twine.net/signin
    d_VR
    Implemented extensive character systems using various
    inverse kinematics plugins and advanced animation
    logic
    Developed and integrated core gameplay mechanics
    and UI systems, including comprehensive in-game shop
    logic
    Expanded game scenarios and implemented
    leaderboard systems for competitive engagement
    Designed and developed NPC behaviour using finite
    state machines (FSM) for AI interactions
    Created custom shaders and visual effects for UI and
    immersive VR presentation
    Integrated and developed a wide range of visual and
    audio effects (including FMOD-based sound systems) to
    support VR gameplay
    Worked with SteamVR/OpenXR input systems and
    tracked controller interactions for intuitive VR controls

    paper Mechachain

    https://www.twine.net/signin

    (Mobile-multiplayer games
    development)
    https://www.twine.net/signin
    https://www.twine.net/signin
    id=com.gameverse.mechachain
    Worked on multiplayer mobile features with Mirror,
    focusing on client-server gameplay, performance
    optimisation and stable synchronisation. Developed
    character systems, including NavMesh, inverse
    kinematics, animation logic and importing complex
    characters. Used Behavior Designer to create and
    extend AI behaviours, and implemented mini-games
    and puzzle mechanics.Also contributed to an unreleased
    PC/console single-player project, delivering AI,
    navigation and animation systems with higher visual
    fidelity. Supported workflow improvements,
    documentation and cross-team collaboration.

    paper Solitaire Grand Harvest

    https://www.twine.net/signin

    Developed mobile gameplay features and live-ops
    content, including systems built with ECS and HMVC.
    Built client–server functionality for game economy,
    synchronised features with backend, and ensured stable
    network behaviour. Planned feature
    architecture, and delivered game functionality from
    scratch. Identified and resolved code errors, runtime
    bottlenecks, CPU/GPU spikes and memory issues across
    a wide range of devices. Collaborated with engineers,
    architects, and POs to define short-term priorities and
    long-term technical direction. Performed code reviews,
    enforced coding guidelines, and maintained
    architectural consistency. Developed analytics and
    monitoring tools for new features, integrated remote
    configs, integration tests, unit tests, and third-party
    SDKs. Built tools for designers and artists to streamline
    workflows and reduce pipeline friction. Owned specific
    functional areas and acted as a gatekeeper for their
    evolution and support. Monitored and reduced
    technical debt, maintaining codebase health. Created,
    fixed production issues, and supported regular release
    cycles.