Remote roles where creative and engineering skills overlap — animation, procedural systems, VFX, or tech art. Unity/C# is my home base, but I'm open to projects beyond it where that experience adds value. I care about craft, clean architecture, and teams that treat motion and visuals as first-class problems.
Aleksey Chernov
@mikkidu
Unity/C# developer at the intersection of engineering & motion — animation, VFX, procedural systems in Unity & Houdini.
What I'm looking for
Unity/C# developer with 3+ years of hands-on experience, working where engineering meets visual craft — animation, VFX, and procedural systems.
I'm drawn to problems that blend technical and creative thinking: procedural asset generation, GPU shader work, and motion systems. Recent projects include a GPU vertex-shader squash-and-stretch deformation system in Unity URP, and procedural geometry pipelines in Houdini (Karma XPU, VEX). I currently tech-lead an educational mobile platform with Photon Fusion 2 multiplayer, and I'm actively deepening my technical-art skills toward procedural and motion-heavy work.
I also perform professionally in movement/physical theatre (credits at MKHAT Moscow, Dubai Opera, GABT Navoi). That trained sense of motion, timing and weight directly shapes how I approach animation and procedural systems — I reason about spring dynamics and squash-and-stretch the way a mover thinks about effort and momentum.
I'm looking for remote roles where creative and engineering skills overlap — animation, procedural content, tech art, or motion systems. Unity is my home base, but I'm open to projects beyond it where that experience adds value.
Experience
Work history, roles, and key accomplishments
UnUnity Developer / Tech Lead
UZINFOCOM
Dec 2025 - Present (7 months)
Tech lead on PlayUnited, an educational mobile game platform for children — robot protagonist, visual block-based programming, Photon Fusion 2 multiplayer. Built a GPU vertex-shader squash-and-stretch deformation system (Unity URP) and procedural gameplay systems. Lead a small team, own architecture decisions, and drive the visual/motion layer.
Unity Developer
RedPill Team
Jul 2024 - Apr 2026 (1 year 9 months)
Implemented gameplay mechanics, UI systems, and performance optimization for iOS/Android across multiple shipped mobile titles. Worked the full cycle from prototype to store release, including build pipelines and platform-specific debugging.
Game Development Teacher
Bucheon University in Tashkent
Sep 2023 - Jun 2024 (9 months)
Created and taught a university-level Unity game development curriculum across three student cohorts (80+ students total). Curated student projects through to exhibition showcases and led a game development club for advanced practice.
Unity Developer
Hoca Inc
Aug 2023 - Mar 2024 (7 months)
Implemented multi-threaded image recognition, later moved to UniTask for WebGL with no major performance regression. Built Photon-based multiplayer modules and Supabase auth/database services. Became onboarding lead within five months, integrating new developers into the team.
Unity Developer
Eisvil
Dec 2022 - Jun 2023 (6 months)
Worked in a LeoECS architecture, building gameplay and systems the ECS way (entities, components, systems). Developed Unity editor tools for sound designers to add and test audio assets. Implemented animated UI from Figma with support for multiple screen ratios.
Design Engineer
CJSC Sea Project
Jul 2018 - Sep 2022 (4 years 2 months)
Developed CAD automation tools in Lisp and PML for AutoCAD and AVEVA, used across departments. Progressed Engineer → Design Engineer → Project Engineer. Provided AVEVA support to multiple teams; temporarily acting department lead.
Education
Degrees, certifications, and relevant coursework
Komsomolsk-na-Amure State University
Master of Technology, Electrical Engineering
2009 - 2015
Grade: 4.3 / 5.0 (Diploma with Honours)
Activities and societies: Presented conference talks on TRIZ (Theory of Inventive Problem Solving). Co-authored a cross-disciplinary project computing truss load through iterative electrical-engineering methods, and implemented its practical/computational part. Took part in robotics clubs and electives in circuit design and electric drive systems.
Tech stack
Software and tools used professionally
Availability
Location
Authorized to work in
Salary expectations
Job categories
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