I’m a senior Unity/.NET game and interactive systems developer with 9+ years of experience bridging mobile casual game development and high-end interactive media/XR ecosystems. I build scalable, decoupled architectures using Clean Architecture, SOLID, MVVM/MVP patterns, async/reactive programming (Unitask, Zenject/Extenject, UniRx), and DI-driven, testable design. I’m passionate about performance and polish: deep CPU/GPU/RAM profiling, asset/Addressables & asset bundle workflows, and stable client-server integrations using REST/WebSockets. In addition to shipping gameplay systems, I’ve worked across AR/VR/HoloLens experiences, heavy public installations, and 3D/VR visualization projects—always aiming for reliable frame rates, maintainable code, and great user experiences.…

Aleksei Lushnikov

I’m a senior Unity/.NET game and interactive systems developer with 9+ years of experience bridging mobile casual game development and high-end interactive media/XR ecosystems. I build scalable, decoupled architectures using Clean Architecture, SOLID, MVVM/MVP patterns, async/reactive programming (Unitask, Zenject/Extenject, UniRx), and DI-driven, testable design. I’m passionate about performance and polish: deep CPU/GPU/RAM profiling, asset/Addressables & asset bundle workflows, and stable client-server integrations using REST/WebSockets. In addition to shipping gameplay systems, I’ve worked across AR/VR/HoloLens experiences, heavy public installations, and 3D/VR visualization projects—always aiming for reliable frame rates, maintainable code, and great user experiences.…

Available to hire

I’m a senior Unity/.NET game and interactive systems developer with 9+ years of experience bridging mobile casual game development and high-end interactive media/XR ecosystems. I build scalable, decoupled architectures using Clean Architecture, SOLID, MVVM/MVP patterns, async/reactive programming (Unitask, Zenject/Extenject, UniRx), and DI-driven, testable design.

I’m passionate about performance and polish: deep CPU/GPU/RAM profiling, asset/Addressables & asset bundle workflows, and stable client-server integrations using REST/WebSockets. In addition to shipping gameplay systems, I’ve worked across AR/VR/HoloLens experiences, heavy public installations, and 3D/VR visualization projects—always aiming for reliable frame rates, maintainable code, and great user experiences.

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Experience Level

Expert
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Expert
Intermediate
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Language

English
Beginner

Work Experience

Senior Unity Game Developer (core gameplay systems, performance optimization)
March 1, 2025 - Present
Designed and implemented core gameplay systems with high-load logic and scalable architecture for high-profile mobile titles. Performed deep performance optimization across CPU/GPU/RAM, profiling to ensure stable frame rates across mobile devices. Conducted code reviews and established development standards across the engineering team. Provided technical expertise during pre-production, using modern generative automation to accelerate rapid prototyping of new game mechanics.
Senior Unity Developer / Game Systems Engineer
March 1, 2025 - Present
Designed and implemented core gameplay systems with high-load logic and a scalable architecture for high-profile mobile titles. Conducted deep performance optimization (CPU/GPU/RAM) and profiling to ensure stable frame rates across mobile devices. Performed code reviews and established engineering standards across the team. Provided technical expertise during pre-production, using modern automation to accelerate prototyping of new gameplay mechanics. Developed applications and gameplay mechanics within the studio framework.
Senior Unity Developer / Game Developer (core gameplay & architecture) at Meta Trac | Mobile casual game (startup closed)
February 1, 2024 - February 1, 2025
Developed scalable, efficient, and decoupled architecture for a mobile casual game using Zenject and UniTask. Handled full-cycle development of gameplay features and integrated GPS-based mechanics. Refactored legacy code to improve readability, system maintainability, and reduce bug regressions. Optimized UI layouts, graphics, and build size using Addressables, significantly improving performance on low-end devices and enhancing user retention. Focused on deep performance profiling across CPU/GPU/RAM and delivered stable frame rates across mobile devices.
Senior Unity Developer at Meta Trace | Mobile casual game (startup closed)
February 1, 2024 - February 1, 2025
Developed a scalable, efficient, and decoupled architecture for a mobile casual game using Zenject and UniTask. Handled full-cycle development of gameplay features and integrated GPS-based mechanics. Refactored legacy code to improve readability, maintainability, and reduce bug regressions. Optimized UI layouts, graphics, and build sizes (Addressables), improving performance on low-end devices and enhancing user retention. Improved stability and runtime performance by ensuring stable frame rates across devices through profiling-driven iterations.
Unity XR / 3D VR Developer (interactive visualization & enterprise AR/VR) at Pythgitalism | XR/3D/AI Studio
June 1, 2021 - July 1, 2023
Co-developed an interactive 3D/VR data visualization and presentation platform for a major construction company to support executive board planning. Engineered custom interactive systems and complex 3D math simulations, and built/implemented enterprise AR/VR applications. Worked on system design and integration for immersive visualization workflows.
Co-developer (XR/3D/AI Studio) at Phygitalism | XR/3D/AIS Studio
June 1, 2021 - July 1, 2023
Co-developed an interactive 3D/VR data visualization and presentation platform for a major construction company to support executive board planning. Engineered custom interactive systems, complex 3D math simulations, and enterprise AR/VR applications, focusing on robust interaction and reliable runtime behavior for interactive environments.
Core Engineer / Interactive Producer (AR/real-time installations & client-server modules) at Sila Svetа | Interactive Production Studio
April 1, 2018 - August 1, 2018
Contributed to real-time scene creation/redemonstration for hip-hop artist Drake’s world tour, including real-time 3D mapping and optimized VR environments. Developed foundational interactive AR mechanics and robust client-server modules using REST/WebSockets for heavy-load public installations. Delivered technical work supporting stable runtime behavior under demanding conditions.
XR/Interactive Production Engineer at Sila Svetа | Interactive Production Studio
April 1, 2018 - August 1, 2018
Contributed to real-time scene creation and VR environment optimization for hip-hop artist Drake’s world tour, supporting 3D mapping and performance-focused VR environments. Developed foundational interactive AR mechanics and robust client-server modules (REST/WebSockets) for heavy-load public installations.
XR/Production Engineer (Studios) at Digital Media Lab | AR/VR Studio
September 1, 2016 - March 1, 2018
Part of the core engineering team for interactive AR/VR/XR production; worked on interactive experiences and supporting systems used in real-time mapped/immersive environments.

Education

Software Engineering at Kazan Federal University
September 1, 2016 - May 1, 2018
at Taught foundational Unity development and C# programming to university students
January 1, 2020 - December 31, 2020
Graduate at Kazan Federal University
September 1, 2016 - May 1, 2021

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Computers & Electronics, Education, Professional Services, Other, Software & Internet

Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Beginner
Beginner
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