Senior Unity developer with 14+ years shipping live mobile titles, WebGL platforms, and cross-platform games from prototype to production. Deep hands-on expertise across game architecture, dependency injection, addressables and dynamic content delivery, client-server integration, custom shaders (HLSL/Cg/HLSL Lab/GSL), and mobile performance optimization. Led Unity teams up to 9 developers while owning end-to-end architecture, asset↔dev pipelines, and CI/CD alongside feature delivery. Track record includes multi-million downloads and ARPU growth, large-scale multiplayer/event platforms, and successful delivery across iOS/Android/WebGL and enterprise client use cases.

Rumanyce Pavеl

Senior Unity developer with 14+ years shipping live mobile titles, WebGL platforms, and cross-platform games from prototype to production. Deep hands-on expertise across game architecture, dependency injection, addressables and dynamic content delivery, client-server integration, custom shaders (HLSL/Cg/HLSL Lab/GSL), and mobile performance optimization. Led Unity teams up to 9 developers while owning end-to-end architecture, asset↔dev pipelines, and CI/CD alongside feature delivery. Track record includes multi-million downloads and ARPU growth, large-scale multiplayer/event platforms, and successful delivery across iOS/Android/WebGL and enterprise client use cases.

Available to hire

Senior Unity developer with 14+ years shipping live mobile titles, WebGL platforms, and cross-platform games from prototype to production. Deep hands-on expertise across game architecture, dependency injection, addressables and dynamic content delivery, client-server integration, custom shaders (HLSL/Cg/HLSL Lab/GSL), and mobile performance optimization.

Led Unity teams up to 9 developers while owning end-to-end architecture, asset↔dev pipelines, and CI/CD alongside feature delivery. Track record includes multi-million downloads and ARPU growth, large-scale multiplayer/event platforms, and successful delivery across iOS/Android/WebGL and enterprise client use cases.

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Work Experience

Senior Unity Developer at Lootheads
April 1, 2026 - Present
Built TRAILZ, a real-time PvP mobile car-and-territory capture game for iOS/Android, in a full-stack Unity + ASP.NET backend role. Implemented a special Monetization Offers system to measurably improve ARPPU. Owned core architecture using Zenject dependency injection, ScriptableObject-driven configuration, and an event bus with multi-scene structure. Responsible for Addressables content pipeline and PlayFab backend integration.
Senior Unity Developer at Lothead(s) — Unity developer (Contract)
April 1, 2026 - Present
Building TRAILZ, a real-time PvP mobile car-and-territory capture game on iOS/Android, in a full-stack Unity + ASP.NET role covering both Unity client and ASP.NET backend. Implemented a Special Monetization Offers system to measurably improve ARPPU. Designed core architecture using Zenject DI, Scriptable-Object-driven configuration, event bus and multi-scene structure. Owned the Addressables content pipeline and integrated PlayFab backend services.
Senior Unity Developer at Monday.com
June 1, 2024 - February 1, 2026
Built Monday Mansion, a Unity/WebGL virtual 3D event platform for enterprise clients. Worked as the sole Unity developer on a 5-person team delivering infrastructure supporting ~11K concurrent users and 100K+ attendees. Integrated LiveKit SDK for real-time audio/video and implemented Unity↔WebGL to ReactJS communication bridges to keep a browser-hosted 3D client synchronized with the surrounding web app. Delivered measurable outcomes: +44% attendance, +80% audience engagement, +60% average watch time, +90% chat interactions.
Senior Unity Developer at Monday.com — Unity developer (Contract)
June 1, 2024 - February 20, 2026
Built Monday Mansion, a Unity/WebGL virtual 3D event platform for enterprise clients. Worked as the sole Unity developer on a 5-person team (plus dedicated art/audio/video integrations) supporting 11K concurrent users and events with 100K+ attendees. Integrated LiveKit SDK for real-time audio/video and engineered a Unity↔WebGL↔React communication bridge to keep a browser-hosted 3D client synchronized with the surrounding web app. Delivered measurable outcomes: +44% attendance, +80% audience engagement, +60% average watch time, +90% chat interactions.
Senior Unity Developer at Playtika
June 1, 2022 - October 1, 2022
Delivered features and performance work on Solitaire Grand Harvest, a live title generating $1B+ lifetime revenue with 2M DAU and 69M downloads, ranking #1 grossing solitaire in the US. Implemented a dynamic asset loading system on top of asset bundles to reduce graphics overhead in live builds by improving GPU usage and rendering optimization.
Senior Unity Developer at Playtika — Unity developer (Contract)
June 1, 2022 - October 1, 2022
Delivered features and performance work on Solitare Grand Harvest, a $1B+ lifetime revenue live title with ~2M DAU and ~69M downloads; #1 grossing solitaire game in the US. Implemented dynamic asset loading on top of Asset Bundles and reduced graphics overhead in live builds through GPU and rendering optimization.
Unity Lecturer at Vector School
May 1, 2021 - Present
Part-time lecturer teaching Unity courses for a game development college—from foundational gameplay topics (physics, AI navigation, behavior graphs, async programming) to large-scale architecture (dependency injection, event-bus systems, client-server interaction, modularity).
Unity Team Lead at Playtika
March 1, 2019 - November 1, 2021
Led up to 9 Unity developers while shipping two titles from zero to production: Diamond Dash 2 (remake of 50M+ player franchise) and Dice Life (dice + farming hybrid) on iOS and Android. Architected both projects end-to-end: ECS, Zenject DI, URP + ShaderGraph rendering, Scriptable-Object-driven configuration, multi-scene layout, and a client-server layer with client authority. Built art↔dev pipelines and IL2CPP build automation. Built an internal Unity package manager adopted across studios to connect newly acquired studios to the company’s private cloud much faster than before.
Unity Team Lead at Jelly Button
November 1, 2017 - March 1, 2019
Led Unity development for Pirate Kings (~70–80M downloads, ~100K DAU). Grew DAU by ~80% and drove revenue by ~80% during the tenure; the studio was later acquired by Playtika for tens of millions of dollars. Owned architecture across 30+ scenes using Zenject DI, Addressables, ScriptableObject-driven design, IL2CPP build automation, CI/CD, and client-server protocol designs. Conducted code reviews and set coding standards while remaining hands-on on key features and performance optimization.
Unity Team Lead at Jelly Button — Unity team lead
November 1, 2017 - March 1, 2019
Led 6 Unity developers on Pirate Kings (70–80M downloads, ~100K DAU), growing DAU +80% and revenue +80% during tenure; the studio was later acquired by Playtika for tens of millions of dollars. Owned architecture across 30+ scene codebase using Zenject DI, Addressables, Scriptable-Object-driven design, IL2CPP, CI/CD, and client-server protocol code. Reran code reviews and coding standards while remaining hands-on across key features and performance optimization.
Unity Technical Artist at Jelly Button
May 1, 2017 - November 1, 2017
Developed custom shaders (ShaderLab/GLSL) and built the VFX and particle system library for Monster Blasters, a real-time multiplayer MOBA with destructible 3D environments on iOS/Android. Delivered smooth gameplay on lower-tier Android devices through GPU profiling and memory reduction; established the 3D model + Mechanim animation integration pipeline between artists and developers.
Senior Unity Developer at Jelly Button
December 1, 2015 - May 1, 2017
Shipped Pirate Kings to 70–80M downloads on iOS, Android, and Facebook. Led Facebook Games platform integration delivering 62× ARPU, 6.5× mobile retention improvement, +20% organic players, and 20× higher paying tendency; published as a Facebook developer success story. Built client-server API, art↔dev asset pipeline, AssetBundle-based dynamic content delivery, and CI/CD pipeline for the live title.
Unity Developer at Jelly Button
August 1, 2013 - December 1, 2015
Shipped Slots Club across four platforms simultaneously (iOS, Android, Facebook, Windows 8 RT), one of the first Unity titles in the Windows Store leading to direct Microsoft partnership and featuring. Built CI/CD pipeline, client-server API, and maintained shared internal C# game frameworks across studio projects.
Unity Developer at Diwip
August 1, 2013 - December 1, 2015
Shipped Slots Club on four platforms simultaneously (iOS, Android, Facebook, Windows 8 RT), among the first Unity titles in the Windows Store leading to direct Microsoft partnership and featuring. Built CI/CD pipeline and client-server API, and maintained an internal C# game framework shared across studio projects.
.NET Developer at Nova Measurements
January 1, 2012 - October 1, 2012
Developed features for Nova Mars, semiconductor optical metrology desktop software (WPF/C#, MVVM, Prism) used in Samsung, Intel, and AMD fabs. Acted as a bridge between optics science and development teams.
NET Developer at Nova Measurements
January 1, 2012 - October 1, 2012
Developed features for Nova Mars (semiconductor optical metrology desktop software using WPF/C#, MVVM, Prism) used at Samsung, Intel, and AMD fabs; acted as the bridge between optics science and development teams.

Education

B.Sc. Computer Software Engineering at Far Eastern Academy
January 11, 2030 - August 19, 2026
M.Sc. Computer Software Engineering at Far Eastern Academy
January 11, 2030 - August 19, 2026
B.Sc. at Far Eastern Academy
January 1, 2008 - October 1, 2012

Qualifications

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Industry Experience

Gaming, Education, Software & Internet

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Beginner
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Beginner
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