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TokarevDev/README.md

Oleksandr Tokarev - Unity Developer | C# Gameplay Programmer

Unity Developer based in Finland with nearly three years of hands-on C# gameplay programming across Android, PC, and WebGL. Available fully remote through employment or B2B.

I solo-developed and shipped an Android game on Google Play, owning architecture, implementation, profiling, debugging, build preparation, publishing, and post-release support. I build maintainable, performance-aware Unity systems with SOLID/SRP, dependency injection, Assembly Definitions, ScriptableObjects, UniTask, and clear runtime/presentation boundaries.

Email: otokarevdev@gmail.com

Main Links

Professional Focus

  • Gameplay programming: combat, weapons, projectiles, AI strategies, progression, save/load, rewards, enemies, and runtime stat modifiers.
  • Architecture: SOLID/SRP, MVVM-style presentation, Zenject, dependency injection, composition roots, Assembly Definitions, services, events, and ScriptableObjects.
  • Async and lifecycle: UniTask, async/await, CancellationToken, lifecycle-bound cancellation, explicit subscription and resource cleanup.
  • Performance: Unity Profiler, GC allocation profiling, object pooling, cached references, mobile frame-time optimization, and no hot-path scene searches.
  • Delivery: Android, Google Play, PC, WebGL, Git/GitHub, ClickUp, task tracking, and collaborative planning.
  • Multiplayer: Netcode for GameObjects, UGS Relay, Lobby, Auth, RPCs, NetworkVariables, and lobby UI.

Featured Projects

Emoji Battle - Shipped Google Play Game

Public source: https://github.com/TokarevDev/Emoji_Battle

Google Play: https://play.google.com/store/apps/details?id=com.sd7gamestudio.emojibattle

Active development: approximately three months

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

Key results:

  • Owned the full player loop, progression, save data, UGUI flow, Unity Ads, store preparation, and post-release support.
  • Implemented three AI difficulty modes through 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.

Code review map:

  • Domain logic: Assets/Scripts/Domain/
  • Persistence and services: Assets/Scripts/Infrastructure/
  • Gameplay and UI: Assets/Scripts/Presentation/
  • Bootstrap: Assets/Scripts/App/

Last Seed Survivor - Mobile 2D Auto-Shooter

Public source: https://github.com/TokarevDev/Force_of_Nature_Last_Seed

Development: Mar 2026 - present

Unity 6 mobile survival project focused on modular combat, weapons, runtime stat modifiers, Physics2D enemies, and ScriptableObject-driven reward selection with rarity and DPS-aware tuning.

Key results:

  • Pooled projectiles and enemy segments to reduce runtime object churn in high-density combat.
  • Separated gameplay, presentation, runtime data, UI binding, bootstrap, and balance tooling by responsibility.
  • Built a one-click deterministic test that runs 4,000 battles per cycle.
  • The cycle covers four player-behavior scenarios of 1,000 battles each, including ad engagement and revive combinations.
  • Repeated runs completed with zero detected combat-logic failures.

Code review map:

  • Bootstrap: Assets/_Project/App/Bootstrap/
  • Combat, weapons, projectiles, and rewards: Assets/_Project/App/Gameplay/Combat/
  • Segmented enemy and balance tools: Assets/_Project/App/Gameplay/Enemy/Worm/
  • Presentation: Assets/_Project/App/Presentation/

2D Asteroids Survival - Architecture Sample

Public source: https://github.com/TokarevDev/2D_Asteroids_Survival

Compact Unity 2022 LTS survival prototype built as a reviewable architecture sample.

What it demonstrates:

  • Four Assembly Definition modules: Core, Infrastructure, Gameplay, and UI.
  • Zenject composition roots, dependency injection, and SignalBus communication.
  • UniTask-based bootstrap and scene transitions.
  • Input System behind IInputReader and scene loading behind ISceneLoader.
  • MVVM-style game-over flow with lifecycle-safe subscriptions.
  • ScriptableObject-driven asteroid variants.
  • Prewarmed projectile and asteroid pools with duplicate-return protection.
  • Cached references and allocation-conscious Update/FixedUpdate paths.

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

  • Independent Unity Developer, Sep 2023 - present.
  • Delivered playable builds for 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#

  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#