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
- Portfolio and CV: https://tokarevdev.github.io/
- Google Play release: https://play.google.com/store/apps/details?id=com.sd7gamestudio.emojibattle
- LinkedIn: https://www.linkedin.com/in/oleksandr-tokarev/
- Gameplay prototypes: https://sd7games.itch.io/
- 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.
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/
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/
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
IInputReaderand scene loading behindISceneLoader. - 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.
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.
- 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.


