Oleksandr Tokarev

Unity Developer | C# Gameplay Programmer

I build, optimize, and ship maintainable Unity gameplay systems.

Unity Developer with nearly 3 years of hands-on C# gameplay programming across Android, PC, and WebGL. Solo-developed and shipped an Android game on Google Play, owning architecture, implementation, profiling, debugging, build preparation, and release.

Core Stack

Production-oriented Unity skills demonstrated in the featured work below.

Unity / C#

Unity 2022 LTS / Unity 6, C#, MonoBehaviour lifecycle, scenes, prefabs, Input System, DOTween, and URP.

Gameplay Programming

Combat, weapons, projectiles, enemies, rewards, progression, AI decisions, state flow, save/load, player feedback.

Architecture & Data Flow

SOLID/SRP, MVVM, Zenject, dependency injection, composition root, Assembly Definitions, services, events, ScriptableObjects.

Async & Lifecycle

UniTask, async/await, CancellationToken, lifecycle-bound cancellation, safe scene transitions, and explicit cleanup of subscriptions and async operations.

Performance & Debugging

Unity Profiler, GC allocation profiling, object pooling, cached references, mobile frame-time optimization, debugging.

Platforms & Release

Android, Google Play, PC, WebGL, cross-platform build integration, store and release preparation.

Workflow & Delivery

Git/GitHub, ClickUp, task tracking, collaborative planning, problem solving, project delivery.

Multiplayer

Netcode for GameObjects, UGS Relay/Lobby/Auth, NetworkVariables, RPCs, lobby UI.

Professional Background

Independent Unity Developer

Personal and published projects, Sep 2023 - present. Based in Finland, working as a solo developer across gameplay, architecture, optimization, and multi-platform delivery.

  • Cross-platform delivery: playable Android, PC, and WebGL builds, including multiplayer with UGS Relay, Lobby, and Netcode for GameObjects.
  • Release ownership: Emoji Battle shipped to Google Play in a 3-month independent development cycle.
  • Performance: improved older-device performance from about 30 FPS to a stable 60 FPS and validated adaptive 90/120 FPS.
  • Deterministic validation: 4,000 battles per cycle across four player-behavior scenarios, with zero combat-logic failures detected in repeated runs.
  • Education: Xamk, Introduction to Video Games Creation, Flexible Modular Open UAS Studies, 1-35 ECTS, Jul-Dec 2026.
  • Languages: English B1 (improving), Russian native, Ukrainian native.

Featured Projects

Two focused case studies: a shipped Google Play release and a deeper modular systems project.

Released Android game

Emoji Battle

Public Google Play mobile game built from prototype to release: turn-based combat, AI difficulty strategies, progression, save data, UI flow, ads, and Android publishing.

  • Released on Google Play
  • Unity 6
  • C#
  • Android
  • UGUI
  • Unity Ads
  • Save Data
  • AI Strategy

Impact

  • Challenge: turn a small prototype into a complete mobile game that could pass store review and be maintained after release.
  • Action: owned combat flow, AI, persistence, UI states, popups, ads, Android build preparation, publishing steps, and post-release runtime tuning.
  • Result: shipped one complete Android game to Google Play within a 3-month independent development cycle.
  • Optimization: improved older-device performance from about 30 FPS to a stable 60 FPS and validated adaptive 90/120 FPS targets by reducing UI draw calls and separating gameplay from presentation.

Engineering value

  • Domain, Infrastructure, Presentation, and Services split around gameplay, storage, popups, and ads.
  • Strategy Pattern for three AI difficulty modes, separated from board rendering and lobby UI.
  • Prototype refactored toward SRP/MVC-style boundaries before release.

What I built

  • Turn-based combat loop with AI difficulty strategies and board state logic.
  • Progression, avatar unlocks, settings, save data, result screens, and reward feedback.
  • Unity Ads integration plus Android build and Google Play publishing workflow.

Tech: Unity 6, C#, UGUI, Strategy Pattern, event-driven gameplay flow, Unity Ads, save data, Android build pipeline, Google Play release workflow.

Advanced Unity systems project

Last Seed Survivor

Unity 6 mobile 2D auto-shooter/survival project focused on modular combat, ScriptableObject rewards, segmented enemy behavior, balance simulations, pooling, and Android release preparation.

  • Closed test passed
  • Android release prep
  • Unity 6
  • C#
  • ScriptableObjects
  • Physics2D
  • Object Pooling
  • Balance Tools

Impact

  • Challenge: mobile survival gameplay needed scalable combat, rewards, enemy pressure, and tuning instead of one-off prototype logic.
  • Action: separated data, runtime systems, UI binding, bootstrap, pooling, segmented enemy logic, and balance simulation tools.
  • Result: a one-click deterministic test runs 4,000 battles per cycle across four 1,000-battle behavior scenarios, with zero combat-logic failures detected in repeated runs.

Engineering value

  • Gameplay, presentation, runtime data, UI binding, bootstrap, and balance tooling split by responsibility.
  • Targeted projectile/enemy segment pooling and cached references to reduce runtime object churn.
  • Input wrapper and scene bootstrap instead of hidden runtime object searches.

What I built

  • Projectile combat, Acacia Thorn weapon, runtime stat modifiers, and upgrade flow.
  • ScriptableObject-driven reward roll/apply services with rarity and DPS-aware tuning.
  • Segmented worm enemy, pooling, HP scaling, and deterministic balance simulations.

Tech: Unity 6, C#, ScriptableObjects, Physics2D, Input System, DOTween, URP, object pooling, custom balance simulation, performance-conscious runtime architecture.

Contact

Based in Finland. Available fully remote for Unity Developer and C# Gameplay Programmer opportunities through employment or B2B, across Android, PC, and WebGL.

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Additional prototypes Optional supporting work: multiplayer, WebGL, and PC experiments.

Prototype archive

Tanks Multiplayer

Unity multiplayer prototype proving practical Netcode for GameObjects basics: host/client flow, UGS Relay/Lobby, synchronized player state, RPC shooting, respawn, and lobby UI.

Sharp Shooter

FPS WebGL prototype: first-person controls, raycast weapons, pickups, health/shield, NavMesh enemies, and UI feedback.

Royal Run

3D WebGL runner: movement, obstacles, pickups, chunked level flow, camera, UI, particles, and audio.

Galaxy Strike

3D PC space shooter: shooting, collisions, Timeline sequences, camera transitions, VFX, and UI setup.