C++/C#/Unity Software Engineer
Available for job
I'm Tertychniy Evgeniy
I’m an experienced cross-platform game developer focused on building well-architected, reliable systems that directly support real product goals. I’m highly self-sufficient and enjoy solving complex technical challenges, consistently delivering durable, effective solutions. I’ve developed and maintained applications serving millions of users, ensuring long-term stability and performance at scale.
Contacts
- Phone: +380 93 188 39 17
- Telegram: @NeutrinoZh
- Email: evgeniy.tertychnyi@gmail.com
- GitHub: wismh
- LinkedIn: Evgeniy Tertychniy

- Developed interactive and immersive virtual reality (VR) experiences using Unity game engine
- Created advanced gameplay mechanics and systems for VR project
- Collaborated with artists and designers to implement models, animations, and visual effects into Unity
- Optimized performance and ensured smooth frame rates by implementing efficient coding techniques
- Integrated audio with WwiseSDK.
- Debugged and resolved technical issues and bugs within the game

- Developed interactive and immersive casual cooking game experiences using Unity game engine.
- Created advanced gameplay mechanics and systems (e.g., cooking process, dish progression, restaurant upgrades).
- Collaborated with artists and designers to implement models, animations, visual effects, and UI into Unity.
- Optimized performance and ensured smooth frame rates on mobile devices by implementing efficient coding techniques and profiling.

- Developed and implemented core gameplay mechanics and systems
- Designed and scripted player interactions with the environment
- Collaborated with artists to integrate assets and polish the overall gameplay experience
- Utilized Zenject for clean, modular, and maintainable code architecture
- Assigned responsibilities and coordinated tasks across the development team
- Optimized performance and memory usage for smooth gameplay on PC
- Contributed to setting up the game’s Steam page and preparing assets for release

- Gameplay Programming
- Used Zenject for dependency injection and modular game architecture
- Worked with URP to configure lighting, shaders, and post-processing effects
- Analytics Integration
- Created an intuitive and controller-friendly UI
- Collaborated with QA teams to triage and reproduce reported bugs from test builds.

- Developed backend logic for fetching and processing anime data via the Jikan API.
- Built UI components and pages using ASP.NET MVC, HTML, and Bootstrap.
- Implemented favorites management with Entity Framework and SQLite.
- Integrated frontend and backend through clean routing and controller actions.
- Optimized data handling and improved overall responsiveness of the app.,

- Utilized Zenject for clean dependency injection and modular, testable architecture
- Integrated Unity's Input System to handle touch input for mobile gameplay
- Integrated Google Play Services: achievements, cloud save, leaderboard, and sign-in.
- Performed device testing on various screen sizes
- Ensured performance stability on low-end Android devices

- Developed systems for traps, bait, inventory, and environmental interactions
- Used Zenject for dependency injection and modular game architecture
- Worked with URP to configure lighting, shaders, and post-processing effects
- Used Unity Profiler for CPU/GPU optimization
- Created an intuitive and controller-friendly UI for PlayStation

- Implemented AI behaviors for dinosaurs using Unity NavMesh
- Optimized game performance and memory usage specifically for PS4 hardware limitations
- Designed and scripted player interactions with the environment
- Utilized Zenject for modular and maintainable code architecture
- Fixed platform-specific issues on PlayStation 4, including input handling, memory crashes, and rendering glitches
- Collaborated with QA teams to triage and reproduce reported bugs from test builds.

This game was created in 48 hours for the Micro Jam 040: Magic. As the team lead, I developed and implemented most of the mechanics while working closely with the artists. I also assigned responsibilities and tasks within the team.

This game was created in 96 hours for the GMTK Game Jam 2024 with the theme 'Built to Scale' by a team of six. As the team lead, I developed and implemented most of the mechanics while working closely with the artists. I also assigned responsibilities and tasks within the team.

Written in C++, is the most complex project I have developed, a large ecosystem of various modules and tools. During the development, I encountered many different problems, which significantly increased my level as a specialist. And the most difficult challenge was to develop the right architecture for such a project, which was intended to be as flexible as possible.

In game development, raw resources, such as graphics, audio, and other multimedia elements, are often not initially optimized for efficient usage within games. These resources may come in high-resolution formats or sizes that can impact the game's performance, increase loading times, and consume unnecessary storage space. The Asset Pipeline module addresses this challenge by serving as a vital intermediary step in the development process. It takes raw, unoptimized resources and transforms them into a format suitable for seamless integration and optimal performance within the game.