I am a Senior Gameplay Engineer with over seven years of experience designing and optimizing gameplay systems, live multiplayer architecture, and monetization features in interactive entertainment. I’ve built scalable, production-ready systems across AAA mobile, VR, and PC titles, with a strong focus on matchmaking architecture, player retention mechanics, client-server reliability, and data-driven gameplay optimization. I pride myself on delivering measurable impact in live environments and collaborating across cross-functional teams to ship robust features under tight production windows. I enjoy turning complex problems into elegant, maintainable solutions, mentoring teammates, optimizing performance, and contributing to monetization strategies that balance player experience with business goals.

Dmytro Sharko

I am a Senior Gameplay Engineer with over seven years of experience designing and optimizing gameplay systems, live multiplayer architecture, and monetization features in interactive entertainment. I’ve built scalable, production-ready systems across AAA mobile, VR, and PC titles, with a strong focus on matchmaking architecture, player retention mechanics, client-server reliability, and data-driven gameplay optimization. I pride myself on delivering measurable impact in live environments and collaborating across cross-functional teams to ship robust features under tight production windows. I enjoy turning complex problems into elegant, maintainable solutions, mentoring teammates, optimizing performance, and contributing to monetization strategies that balance player experience with business goals.

Available to hire

I am a Senior Gameplay Engineer with over seven years of experience designing and optimizing gameplay systems, live multiplayer architecture, and monetization features in interactive entertainment. I’ve built scalable, production-ready systems across AAA mobile, VR, and PC titles, with a strong focus on matchmaking architecture, player retention mechanics, client-server reliability, and data-driven gameplay optimization.

I pride myself on delivering measurable impact in live environments and collaborating across cross-functional teams to ship robust features under tight production windows. I enjoy turning complex problems into elegant, maintainable solutions, mentoring teammates, optimizing performance, and contributing to monetization strategies that balance player experience with business goals.

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Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Language

English
Fluent

Work Experience

Gameplay Systems Programmer at Ubisoft Halifax
January 1, 2024 - Present
Senior-level gameplay systems programmer contributing to Tom Clancy’s Rainbow Six Mobile. Redesigned queue flow and refactored the matchmaking subsystem to reduce average matchmaking time and improve stability under live production, while addressing RAM spikes and GC allocations across a global player base.
Senior VR Gameplay Engineer at Dynacor Learning
January 1, 2023 - December 31, 2024
Built a modular VR training simulator with real-time scenario configuration and full ownership over gameplay and interaction layers. Implemented UI animation, optimized VR interaction flows, performed deep CPU/GPU profiling, reduced draw calls and memory allocations, and integrated automated lip-sync using Azure speech services.
Senior Gameplay Engineer at KAPPS
January 1, 2022 - December 31, 2023
Space Copter (VR) project; designed procedural planetary generation enabling 1000+ unique planets, developed custom gravity simulation and a modular architecture to support scalable feature expansion.
Gameplay Engineer at OnlyCode
January 1, 2021 - December 31, 2022
Incarnate - Tactical RPG (PC); improved performance by up to ~70% through rendering and lighting optimization, refactored large legacy lobby scenes, reduced GC allocations, and increased player engagement via loot and progression system redesign.
Gameplay Engineer at ProBox
January 1, 2019 - December 31, 2021
Delivered gameplay features across projects, improved rendering and memory handling, and collaborated with QA to validate performance across device tiers, contributing to scalable gameplay systems used in live environments.

Education

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Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment