C++ and C# game developer focused on building production-ready gameplay, engine, UI, and tools in Unreal Engine and Unity. I enjoy turning prototypes into scalable systems, collaborating closely with artists and designers, and improving player experience through solid game design and engineering. I’m especially interested in hybrid C++/Blueprint workflows, procedural generation, and efficient pipelines (tools, level editors, save/load, and analytics). I bring strong communication, organization, and a creative, systems-driven approach to multiplayer and single-player game development.

Petro Shcherba

C++ and C# game developer focused on building production-ready gameplay, engine, UI, and tools in Unreal Engine and Unity. I enjoy turning prototypes into scalable systems, collaborating closely with artists and designers, and improving player experience through solid game design and engineering. I’m especially interested in hybrid C++/Blueprint workflows, procedural generation, and efficient pipelines (tools, level editors, save/load, and analytics). I bring strong communication, organization, and a creative, systems-driven approach to multiplayer and single-player game development.

Available to hire

C++ and C# game developer focused on building production-ready gameplay, engine, UI, and tools in Unreal Engine and Unity. I enjoy turning prototypes into scalable systems, collaborating closely with artists and designers, and improving player experience through solid game design and engineering.

I’m especially interested in hybrid C++/Blueprint workflows, procedural generation, and efficient pipelines (tools, level editors, save/load, and analytics). I bring strong communication, organization, and a creative, systems-driven approach to multiplayer and single-player game development.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate

Language

English
Fluent
Ukrainian
Fluent
Polish
Advanced
Russian
Advanced

Work Experience

Senior Generalist Programmer C++ on Unreal Engine 5 at Experience Area 35
September 1, 2025 - June 30, 2026
Worked on a multiplayer action arcade game from prototype to production, establishing core gameplay systems and production-ready architecture. Implemented gameplay features including weapons, game modes, scoring systems, and UI. Built systems using a hybrid approach of C++ and Blueprint scripting in Unreal Engine, balancing performance-critical engineering with rapid iteration workflows.
Senior Generalist Programmer at Experience Area 35
September 1, 2025 - June 1, 2026
Development from prototype to production for a multiplayer action arcade game; implemented core gameplay features (weapons, game modes, scoring) and UI using a hybrid C++/Blueprint approach in Unreal Engine 5.
UI Programmer C++ on Unreal Engine 5 at Dreamlit
February 1, 2024 - March 31, 2025
Developed gameplay, engine, and UI systems for S.T.A.L.K.E.R. 2 using C++ and Unreal Engine 5. Implemented environmental hazards involving gravity, geometry, and real-time physics. Built UI features including inventory, equipment, upgrades, and HUD using UMG, collaborating with artists and designers. Added engine tools for team-tag selection and developed copy-paste placement tools (e.g., walls, boxes) based on object size and position to streamline level construction and sequential placement workflows.
Generalist Programmer C++ on Unreal Engine 5 at GSC Game World
June 1, 2021 - June 30, 2023
Gameplay Programmer C# on Unity at Prime Bit Games
April 1, 2019 - April 30, 2021
Developed and optimized UI systems including inventory, player status, item details, HUD, notifications, and dialogues for Towers of Aghasba. Built in-game settings functionality with a corresponding save system. Implemented open-world gameplay features such as object interactions and crafting stations, and created a component-based system for world objects.
Programmer (Game development)
January 1, 2015 - June 30, 2016
Contributed to Z Cafe, a match-3 puzzle game, by extending code, fixing bugs, implementing microtransactions, and designing/balancing levels to improve engagement and gameplay flow. Developed UI, save/load, and camera systems for Weekendowe Przygody, a visual novel dialogue game. Built a level editor, core game systems, and in-game settings/UI for Froggy Adventure, integrating third-party plugins for monetization and game analytics.

Education

Master of Computer Graphics at Politechnika Lubelska
September 1, 2016 - June 1, 2019
Bachelor’s in Software Engineering at Khmelnytskyi National University
September 1, 2012 - June 1, 2015
Master of Computer Graphics at Politechnika Lubelska
September 1, 2016 - June 30, 2019
Bachelor’s in Software Engineering at Khmelnytskyi National University
September 1, 2012 - June 30, 2015

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment