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Yurii

C++ Unreal Engine Developer

City of residence:
Kyiv
Ready to work:
Remote

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Curriculum Vitae
Maruda Yurii
ph: [open contact info](look above in the "contact info" section)
mail: [open contact info](look above in the "contact info" section)

Unreal Engine 5 C++ Developer
With a rich background as a C++ game developer, 3 years ago I transitioned
into a focused role as a gameplay programmer within the UE5.
My approach is to identify decisions that complement the existing
environment or construct one if it doesn't exist. I'm using SOLID instructions
widely to be consistent with the OOP basis of the engine, including class level,
modules, data, networking, or even project management.

Main Skills:
● Unreal Engine 5
○ Multiplayer C++ gameplay
○ Blueprint and editor
○ Modules/Plugins creating and support
○ Animation System
○ Experience with well-known plugins (Enhanced Input, GAS, etc.)
○ Engine research and modification
○ Unreal build tool/integrating raw API libs
● Technical
○ C++ good understanding, STL, Template programming
○ Linear algebra, analytic geometry
○ Python/С/C#/Lua (as additional tools)
● Methodologies
○ Extensive experience with OOP/OOD/GoF patterns
○ Hands-on experience with SDLC
○ Agile mindset/Estimation techniques awareness
Other:
Perforce, Git, SVN, Optimization/Profiling, Debugging, Reverse engineering
experience, VR, Multithreading, 4A Engine, CryEngine 2.5, VBS3 C++ API, Unity3D
(Basic), GLM, Boost Asio, Network programming, HID, PS5 Dualsence Haptic
Feedback, Linux user.

Education: [Bachelor's Degree in Computer Science]
The National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic
Institute”. Faculty of Informatics and Computer Science. Department of Computer-Aided
Management and Data Processing Systems, ASOIU.

Experience:

1
Ukrainian Design Bureau
Semi-volunteer pilot project
Unreal Engine 5 Adviser
November 2023 - February 2024

My role on the project was deep analysis of the functional needs, creation of rough
architecture, planning, and time estimation. Also, I`ve done prototyping of some
functional parts and researched possible risks in development. So, the aim was to
estimate risks for the business, as time was strictly limited.

Soft Group
Product: Spaceminers
Middle C++ Unreal Engine 5 Developer
May 2023 -July 2023

Spaceminers is a blockchain FPS game, where the player has competitive
multiplayer experience in parkour and shooting. I was tasked with creating
gameplay features for movement, game objects, mechanics, and challenges.

Responsibilities:
● Implementing custom movement;
● Working with gameplay logic, including C++ and Blueprints;
● Implementing game objects: pickup objects, AI logic, dynamic objects;
● Working with animation;
● Profiling and optimizing game;
● Collaborate with game designers;

Kevuru Games
Outsource
Middle C++ Unreal Engine 5 Engineer
February 2022 - April 2023

I participated in different projects, with a big focus on the technical side.

Responsibilities:
● Implement gameplay logic and math;
● Multiplayer support in any aspect (dedicated server);
● Create and support ANN AI system, which is based on PyTorch C++ API inside
Unreal Engine from scratch;
● Working with custom Unreal Engine;
● Add and explore functionality inside the chaos engine;
● Add features to the Navigation System;
● Working with gameplay animations;
2
● Creating materials;
● Work with a serialization system (FArchive, data saving and managing);
● Creating and supporting plugins;

N-iX
Product: Pixo VR Training
Middle C++ UE4 Developer
October 2021 - February 2022

I have worked as a part of the team that developed and supported VR training for
employees in different fields and situations, to teach them appropriate behavior on
dangerous objects (e.g. training for gasmen or firemen in dangerous situations).

Responsibilities:
● Implementing new gameplay features considering VR specific;
● Porting and optimization for different VR devices: Oculus Quest, Vive Focus;
● Bug and crash fixing;
● Participating in daily Scrum activities;
● Driving estimation sessions;

Switching To Unreal Engine
May 2021 - October 2021

I took a break to relax and delve into Unreal Engine development.

4A Games
Product: Metro Franchise
Jr. C++ Gameplay Developer
October 2020 - May 2021

4A Games develops worldwide known video games as a part of the Metro series
game franchise.

Responsibilities:
● Implementing new features related to the game world, including weapons,
and game objects;
● Close collaboration with the game and technical designers in the
requirements analysis process;
● Implementing, fixing, and making revisions of visual scripting blocks.
Consider their compatibility with any existing scripts. (visual scripting is a
proprietary technology like Blueprint inside 4AEngine);
● Full-cycle implementation of Dualsence Haptic Feedback Feature;
● Bug fixes, refactoring, optimization;

3
Blackwood Games
Product: Warface (competitive E-sport FPS)
Jr+ C++ metagame developer
December 2019 - October 2020.

Warface is a competitive E-sport FPS a multiplayer shooter that has around 30k
online players all over the world. During my career in Blackwood Games, I have
been working with the Metagame team, delivering client UI backend for the game.

Responsibilities:
● Developing UI features from scratch:
○ Battle Pass - a big complex feature, that was developed over 4 months
by a team of 3 developers. Implementation included complex
architecture with several new UI layouts and many extra details;
○ Username validation in runtime with a focus on performance
optimization;
○ A brand new algorithm for achievement counting;
○ Landing screen and its displaying logic;
● Creating Work Breakdown Structure (WBS);
● Creating technical design documentation for efficient testing;
● Profiling and optimization;
● Bug Fixing, Refactoring;
● Estimation using SCRUM methods with my team;
● Analysis and improvement of legacy code;

Design Bureau “Logika”
Junior C++\C# developer
March 2018 - December 2019.

CB Logika develops full-size military equipment simulators and combat simulation
systems.

Responsibilities:
● Developing a network API for a simulation engine from scratch;
● Introducing libs for proprietary hardware usage (Network API, HID);
● Integration of VR as a C++ plugin;
● Developing methods of improving tracker accuracy;
● Optimization and profiling of components;
● Created the project, where Lua was used as a key architectural component;
● Implementing logic of a simulation system in Unity3D for vehicles;
● Integrating Unity3D project with diverse libs;
● Reverse engineering while integrating with products of other companies;
● Implement and support plugins, models, and components for VBS3
ecosystem ;
4

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