Andrianov Yaroslav

(098) 900-35-90 · andrianovyaroslav27@gmail.com

Unity Developer with 3 years of experience, including 1 year of commercial work. I specialize in gameplay systems, tools development and performance-oriented architecture.

I am the author of a modular vehicle physics package published on the Unity Asset Store, where I focus on extensibility, editor tools, and scalable system design. My work focuses on clean code, scalability and developer-friendly workflows.

I am highly motivated to grow as an engineer and enjoy working on technically challenging systems alongside experienced developers.

Projects

Custom Vehicle Controller

Vehicle Physics Package


Short Description:

I designed and published a modular vehicle physics package on the Unity Asset Store, focused on extensibility, performance, and editor-friendly workflows. At its core, the system is built on Unity’s Rigidbody physics and custom logic for vehicle subsystems such as suspension, tires, engine and so on. All systems are designed to be modular and configurable through custom editor tools built with UI Toolkit. The architecture prioritizes modularity and separation of concerns, allowing new vehicle features and AI behaviors to be added without modifying existing systems.

Over multiple updates, I expanded the package with multiple major updates, most notable ones being racing AI, a vehicle damage system with mesh deformation and engine performance customization. AI racers use a context-based steering approach combined with state-based behavior, while race progression and positioning are tracked through a centralized race management system. The damage system supports both visual mesh deformation and individual vehicle part damage. Mesh deformation is calculated based on collision data and optimized using Unity’s Job System.

You can see more showcases of my work on my YT channel.

Link to the Asset Store page.

Technical highlights:
  • UI Toolkit
  • Data Binding
  • Work with SerializedObjects
  • Work with Assembly Definitions
  • Visual Effect Graph
October 2023 - Present

Bullet Heaven Game

A game designed to handle very high enemy counts, optimized with DOTS.


Short Description:

A Vampire Survivors-inspired bullet heaven game built to handle a very high number of enemies efficiently. The core gameplay revolves around defeating enemy waves to gain experience and unlock upgrades. The game features 6 unique abilities, each with its own progression system, as well as global passive modifiers that dynamically affect compatible abilities. The project was designed with performance as a primary goal and implemented using Unity DOTS, Jobs, and Burst to efficiently process large numbers of entities. Gameplay logic is data-oriented, with systems operating on entity queries rather than individual objects, allowing the game to scale under heavy load. Systems were designed to operate on data batches rather than individual entities, minimizing structural changes and improving cache efficiency.

Tech stack:
  • DOTS
  • Jobs, Burst
  • Addressables
  • Zenject
  • UniTask
  • DOTween
March 2025 - May 2025

Multiplayer Racing Game (Prototype)

A prototype of a racing game made with Netcode for GameObjects



Short Description:

Using my own vehicle physics package and Unity's Netcode for GameObjects multiplayer solution, I made a functioning prototype of a racing game. The game uses Relay and Lobby packages for handling lobbies. The game has one map featuring a sprint race mode, traffic and chat systems.

Technical highlights:
  • Netcode for GameObjects
  • Lobby and Relay packages
  • Light Baking
  • Static Batching and Occlusion Culling
February 2024 - April 2024

Subterror

2D Horror game made in URP


Short Description:

This is a 2D platformer shooter horror game. The game was made using the Universal Render Pipeline. The game features enemy AI, different levels, post processing, custom shaders and visual effects, quick time events and boss fights. The save system was implemented using JSON serialization.

Technical highlights:
  • SOLID principles
  • State Pattern
  • Observer Pattern
  • Shader Graph
  • Save System with JSON Serialization
  • Object pooling for performance optimization
June 2023 - September 2023

Skills

My main focus is on gameplay systems, performance, and developer tooling in Unity.

Programming Languages & Tools
Core skills

Tools and frameworks

Software Engineering Fundamentals

Languages

Education

European University (Kyiv, Ukraine)

Bachelor Degree
Software Engineering Faculty
September 2021 - June 2025

Interests

Outside of development, I enjoy music and video games. I started learning to play electric guitar 3 years ago, focusing on metal music. Currenty I am also learning music theory.

I also really like video games, especially the ones with progression system, so racing games, RPGs, MMORPGs, and so on. My favorite games are Final Fantasy XIV, NFS ProStreet, Dragon's Dogma: Dark Arisen, Silent Hill 2, Resident Evil 2 Remake, Persona 5

Certifications