Pavel Grischenko
Senior Unity Developer / Tech Lead · Remote only
Production-focused Unity engineer with 10+ years delivering games and tools across mobile, PC and WebGL. Strong in gameplay, extensible systems, multiplayer netcode and editor tooling. Shipped titles with 10M+ users. Product mindset: UX, monetization, analytics.
Key Metrics
What I bring
- Predictable delivery with clean, extensible codebase
- Live service mentality: stability, telemetry, fast iteration
- Cross-functional alignment: design, art, backend, publishing
- Authoritative server logic, prediction & reconciliation
- Matchmaking, sessions, party flow, metrics & observability
- Photon / Mirror / NGO; PlayFab/AWS-ready
- Data-informed UX, economy & LiveOps tooling
- Monetization (IAP, ads), A/B, analytics (GA4/Amplitude/Firebase)
- Focus on retention, crash-free %, startup time, frame time
- Agile/Scrum, code reviews, mentoring, hiring loop
- Clean architecture, DI (Zenject), UPM packages
- CI/CD, testing (Unity Test Framework)
- Custom editors, in-editor debuggers, Asset Store tools
- Procedural content, pipelines, performance budgets
- Addressables, IL2CPP, build & content automation
Selected Projects
24-player tactical battle royale (mobile). Sole server-side engineer; designed netcode, matchmaking, combat, abilities, meta.
- Authoritative model with reconciliation; anti-cheat hooks
- Horizontal scaling plan (stateless game servers, session director)
- Observability: logs/metrics/traces; incident playbooks
Relaxing puzzle hit on iOS/Android: 6.6M+ downloads, 4.2★ rating. Full mobile stack: IAP, ads, analytics, ASO support.
- Optimized memory & CPU; cold start ↓; crash-free sessions ↑
- LiveOps: content config without client release
- Monetization tuning & feature flags
Stylized rhythm game; 10M+ downloads across Google Play, Steam and consoles. Contributed gameplay, visuals, releases.
- Cross-platform pipeline (mobile/PC/consoles)
- Content authoring tools & iteration speed
- Performance budgets & profiling hygiene
In-editor tool to call public methods without code; assembly scan, auto-UI with typed params.
- Speeds up debug/prototyping, unblock designers
- Extensible via attributes & reflection cache
Procedural terrain tool with live editor feedback (early sales $550).
- Chunked generation, deterministic seeds
- Editor UX & gizmos for fast iteration
Experience
- Designed full backend & multiplayer stack for 24-player BR
- Matchmaking, combat, abilities, meta; client integration
- Cross-functional coordination, delivery ownership
- Modular architecture, code reviews, Agile/Scrum
- Backend supervision, MMO terraforming system
- Shipped iOS MVP & support for 6.6M+ title
- Unity tools to Asset Store; UX & architecture consulting
- Prepared blockchain integration for Music Racer 2000
- Led team of 6; client-server & anti-cheat
- Weekly reporting to investors/C-level
- Slot machine WebGL for intl. clients
- MMORPG systems & level design (Ancient Siberia)
- Music Racer mobile/PC/console releases
Skills & Stack
- Unity-driven games with LiveOps and >100k MAU
- Strong engineering culture, design/dev collaboration
- Clear product KPIs and data-driven roadmap
Available upon request: architecture diagrams, netcode prototypes, editor tools, perf reports.