
Paul Rumyancev
@paulrumyancev
Senior Unity Developer with 14+ years shipping live mobile titles, WebGL platforms, and cross-platform games from prototype to production.
What I'm looking for
I'm a Senior Unity Developer with 14+ years of professional software and game development experience, specializing in Unity, C#, game architecture, mobile and WebGL development, client-server systems, performance optimization, and developer tooling.
I've worked on large-scale games and interactive products throughout their full lifecycle — from early prototypes and architecture to production, live operations, optimization, and long-term development.
My shipped projects include Pirate Kings (70–80M downloads), Solitaire Grand Harvest ($1B+ lifetime revenue, 2M DAU), Diamond Dash 2, Dice Life, and Monday Mansion, a Unity/WebGL virtual event platform supporting 11K concurrent users and events with 100K+ attendees.
I've worked both as a hands-on Senior Developer and as a Unity Team Lead, leading teams of up to 9 developers while remaining deeply involved in architecture and coding. My experience includes designing scalable Unity architectures, dependency injection with Zenject/VContainer, Addressables and dynamic content delivery, ScriptableObject-driven systems, event-driven architecture, multi-scene projects, client-server communication, CI/CD, build automation, editor tooling, and CPU/GPU/memory optimization.
I'm currently working on TRAILZ, a real-time PvP mobile game, where I contribute across both the Unity client and ASP.NET backend. My recent work includes game architecture, PlayFab integration, Addressables infrastructure, backend services, gameplay systems, and monetization features.
I also have a strong technical-art background. I've worked with shaders, VFX, rendering, URP, GPU profiling, animation pipelines, and optimization for lower-end mobile devices. I particularly enjoy solving problems at the intersection of engineering, tools, performance, and visual quality.
Outside of commercial development, I teach Unity and game development, covering topics ranging from gameplay programming and asynchronous development to dependency injection, event-driven systems, modular architecture, and client-server interaction.
I'm also actively exploring AI-assisted software development and modern engineering workflows, including specification-driven development, coding agents, OpenSpec, BMAD, and ways to integrate AI into professional development workflows.
I'm primarily interested in remote Senior Unity Developer, Lead Unity Developer, and senior hands-on game engineering opportunities where I can contribute to architecture and technically challenging systems while continuing to write production code.
Experience
Work history, roles, and key accomplishments
Senior Unity Developer
Lootheads
Apr 2026 - Present (6 months)
Building TRAILZ, a real-time PvP mobile car-and-territory game, in a full-stack role covering Unity client and ASP.NET backend. Implemented a Special Monetization Offers system that improved ARPPU and designed core architecture with Zenject DI, ScriptableObject-driven configuration, event bus, and multi-scene structure.
Unity Lecturer
Vector School
May 2021 - Present (5 years 5 months)
Teach Unity courses at a game development college, covering foundational gameplay and large-scale architecture topics.
Built Monday Mansion, a Unity/WebGL virtual 3D event platform for enterprise clients, delivering infrastructure supporting 11K concurrent users and events with 100K+ attendees. Integrated LiveKit SDK for real-time audio/video and engineered the Unity-WebGL↔React JS communication bridge.
Senior Unity Developer
Playtika
Jun 2022 - Oct 2022 (4 months)
Delivered feature and performance work on Solitaire Grand Harvest, a $1B+ lifetime revenue live title with 2M DAU. Implemented a dynamic asset loading system on top of Asset Bundles and cut graphics overhead through GPU and rendering optimization.
Unity Team Lead
Playtika
Mar 2019 - Nov 2021 (2 years 8 months)
Led teams of up to 9 Unity developers, shipping two titles from zero to production: Diamond Dash 2 and Dice Life. Architected both projects end to end, including ECS, Zenject DI, URP, and client-server layer, and built an internal Unity package manager adopted across Playtika studios.
Unity Team Lead
Jelly Button
Nov 2017 - Mar 2019 (1 year 4 months)
Led 6 Unity developers on Pirate Kings, growing DAU and revenue by 80% during tenure. Owned architecture across a 30+ scene codebase, including Zenject DI, Addressables, and CI/CD, and ran code reviews and coding standards.
Unity Technical Artist
Jelly Button
May 2017 - Nov 2017 (6 months)
Developed custom shaders and built the VFX and particle system library for Monster Blasters. Performed GPU profiling and memory reduction for smooth gameplay on low-tier Android devices and established the 3D model and Mecanim animation integration pipeline.
Senior Unity Developer
Jelly Button
Dec 2015 - May 2017 (1 year 5 months)
Shipped Pirate Kings to 70–80M downloads on iOS, Android, and Facebook, leading the Facebook Games platform integration that delivered significant improvements in ARPU, retention, and organic players. Built the client-server API, asset pipeline, and CI/CD pipeline for the live title.
Unity Developer
Diwip
Aug 2013 - Dec 2015 (2 years 4 months)
Shipped Slots Club on four platforms simultaneously, one of the first Unity titles in the Windows Store, leading to a Microsoft partnership. Built the CI/CD pipeline and client-server API, and maintained the internal C# game framework.
Education
Degrees, certifications, and relevant coursework
Far Eastern Academy
M.Sc., Computer Software Engineering
M.Sc. in Computer Software Engineering from Far Eastern Academy.
Far Eastern Academy
B.Sc., Computer Software Engineering
B.Sc. in Computer Software Engineering from Far Eastern Academy.
Availability
Location
Authorized to work in
Salary expectations
Social media
Job categories
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