Portfolio

Unity Developer

Available for job

I'm Tertychniy Evgeniy

I develop video games for multiple platforms and take pride in being a self-sufficient problem solver, able to tackle challenges independently. My development approach is architecture-driven — I design systems to be flexible, maintainable, and aligned with both technical requirements and business goals.

NeutrinoZh
Work
Game Poster
The Cooking Game VRPlatform: VR (SteamVR, Meta Link PC, Meta Quest)Stack: Unity, OpenXR, Wwise, URP, Netcode for GameObjects
  • 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

Game Poster
Extreme Catch: Boat Crab & Fishing SimulatorPlatform: PlayStation 4Stack: Unity, URP, Zenject, PlayStation SDK, Custom analytics services
  • 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

Game Poster
The Lost Dino: Survival ExpeditionPlatform: PlayStation 4Stack: Unity, URP, Zenject, PlayStation SDK
  • 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.

Game Poster
NDAPlatform: PlayStation 4Stack: Unity, URP, Zenject, PlayStation SDK
  • Gameplay Programming
  • Optimized game performance and memory usage specifically for PS4 hardware limitations
  • 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 for PlayStation
  • Collaborated with QA teams to triage and reproduce reported bugs from test builds.

Own Projects
Game Poster
SpaceBac (Preparation for release)Platform: Web, Windows (Steam)Stack: Unity, SteamAPI, Zenject, PrimeTween, Input System

This game was created in 96 hours for the SpeedJam #9. 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. My team and I really enjoyed the game we created during SpeedJam #9, so we’ve decided to continue developing it further. Right now, part of the team is working hard on setting up the game’s Steam page

Game Poster
Farm Fusion (In Development)Platform: AndroidStack: Unity, Zenject, PrimeTween, Input System, Google Play Services
  • 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

Jam Entries
Game Poster
Sorcery StrifePlatform: WindowsStack: Unity, Zenject, URP, VFX Graph, Shader Graph

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.

Game Poster
COVID-19 The BeginningPlatform: Web, WindowsStack: Unity, DOTween, Post-Processing Version 2, Input System

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.

Other
Game Poster
Wind EnginePlatform: Windows, Linux, Mac, Web (Wasm + WebGL)Stack: C++, Boost, OpenGL, Ultralight, TypeScript, CI/CD

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.

Game Poster
Asset PipelinePlatform: Windows, Linux, Mac, Web (Wasm + WebGL)Stack: C++, Boost, Zlib, CI/CD

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.