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TokarevDev/README.md

Oleksandr Tokarev - Unity Developer | C# Gameplay Programmer

Unity Developer based in Finland with more than 5 years of commercial C# gameplay development experience across Android, PC, and WebGL. Available for fully remote employment or B2B opportunities.

My commercial work is not published here because of confidentiality and ownership restrictions. The projects presented on this GitHub profile are independent personal projects designed and developed outside work. They demonstrate my approach to gameplay architecture, performance, lifecycle management, debugging, build delivery, and post-release support.

I build maintainable, performance-aware Unity systems with clear responsibility boundaries, explicit dependencies, predictable object lifecycles, and production-focused workflows.

Email: otokarevdev@gmail.com

Main Links

Featured Projects

2D Asteroids Survival - Complete PC and Android Game

A feature-complete Unity 2022 LTS survival game independently designed and developed from scratch, inspired by the classic Asteroids formula.

Key engineering work:

  • Built custom fixed-step 2D physics, collision tests, toroidal world coordinates, asteroid fragmentation, projectiles, a rechargeable multi-target laser, UFO pursuit, scoring, and a three-life survival loop.
  • Separated Core, Infrastructure, Gameplay, and UI through four Assembly Definitions with explicit dependency direction.
  • Used Zenject composition roots, dependency injection, interfaces, factories, SignalBus, and MVVM-style UI to keep responsibilities clear.
  • Implemented separate desktop and mobile input strategies behind shared contracts.
  • Pooled asteroids, fragments, UFOs, projectiles, logical entities, and collision VFX to control runtime object churn.
  • Delivered playable Windows and Android builds with public source and a gameplay demonstration.

Emoji Battle - Shipped Google Play Game

Solo-developed in Unity 6 and shipped to Google Play within a three-month independent development cycle.

Key results:

  • Owned the complete player loop, progression, persistence, UGUI flow, advertising, store preparation, publishing, and post-release support.
  • Implemented three AI difficulty modes through the Strategy Pattern, separating decision logic from board rendering and lobby UI.
  • Improved performance on older Android devices from approximately 30 FPS to a stable 60 FPS.
  • Validated adaptive 90 FPS and 120 FPS targets on supported devices by reducing UI draw calls and separating gameplay from presentation.

Last Seed Survivor - Modular Mobile Survival Systems

Unity 6 mobile auto-shooter focused on modular combat, weapons, runtime stat modifiers, Physics2D enemies, ScriptableObject-driven rewards, pooling, and deterministic balance tooling.

Key results:

  • Separated gameplay, presentation, runtime data, UI binding, bootstrap, and balance tooling by responsibility.
  • Pooled projectiles and enemy segments to reduce runtime object churn in high-density combat.
  • Built a one-click deterministic test that runs 4,000 battles per cycle across four player-behavior scenarios.
  • Repeated test cycles completed with zero detected combat-logic failures.

Professional Focus

  • Gameplay programming: combat, weapons, projectiles, enemies, AI strategies, progression, rewards, save/load, and runtime stat systems.
  • Architecture: SOLID/SRP, dependency injection, composition roots, Assembly Definitions, MVVM-style presentation, services, events, and ScriptableObjects.
  • Async and lifecycle: UniTask, async/await, CancellationToken, lifecycle-bound cancellation, symmetric subscriptions, and explicit resource cleanup.
  • Performance: Unity Profiler, GC allocation profiling, object pooling, cached references, mobile frame-time optimization, and allocation-conscious hot paths.
  • Delivery: Android, Google Play, PC, WebGL, build preparation, publishing, Git/GitHub, task tracking, and collaborative planning.
  • Multiplayer: Netcode for GameObjects, UGS Relay/Lobby/Auth, RPCs, NetworkVariables, and lobby UI.

Technical Stack

Unity 2022 LTS / Unity 6, C#, MonoBehaviour lifecycle, UGUI, Input System, Physics2D, DOTween, URP, SOLID/SRP, MVVM, Zenject, dependency injection, composition roots, Assembly Definitions, services, events, ScriptableObjects, UniTask, async/await, CancellationToken, object pooling, Unity Profiler, Netcode for GameObjects, UGS Relay/Lobby/Auth, Git/GitHub.

Background

  • More than 5 years of commercial Unity development experience.
  • Public GitHub projects are independent personal work and do not represent confidential commercial projects.
  • Delivered playable builds across Android, PC, and WebGL.
  • Education: Xamk - South-Eastern Finland University of Applied Sciences, Introduction to Video Games Creation, Flexible Modular Open UAS Studies, 1-35 ECTS, Jul-Dec 2026.
  • Languages: English B1 (improving), Russian native, Ukrainian native.

Pinned Loading

  1. Emoji_Battle Emoji_Battle Public

    Shipped Unity 6 Android game with turn-based combat, three AI strategies, progression, persistence, Unity Ads, and mobile optimization.

    C# 1

  2. Force_of_Nature_Last_Seed Force_of_Nature_Last_Seed Public

    Unity 6 mobile auto-shooter with modular combat, ScriptableObject rewards, pooled runtime systems, segmented enemies, and deterministic balance simulations.

    C#