Pavel Kulich

Unity Developer
I’m Senior Unity Developer with 5+ years of experience in the game industry specializing in gameplay systems and scalable architecture.

I design and build extensible gameplay systems, core mechanics, and tools, with a focus on clean architecture and maintainable code. My commercial background spans casual, hyper-casual, and mid-core games. Also I have experience with AI, ECS, multiplayer and rapid prototyping.

I enjoy turning complex game design requirements into flexible technical systems that are easy to extend, configure and iterate on.
Core

  • Unity / C#
  • Gameplay Systems
  • Software Architecture
  • UI Systems (uGUI)
  • ECS / Entitas, Morpeh
  • AI & NPC Systems
  • Editor Tools & Custom Tooling
  • Performance & Memory Optimization
  • Addressables & Asset Management
  • Asynchronous Programming
  • Dependency Injection
  • Reactive Programming
  • Navigation & Pathfinding
  • Localization
  • Analytics Integration
Tools & Technologies

  • Git
  • UniTask
  • Zenject
  • UniRx
  • Odin Inspector
  • DOTween / LeanTween
  • Unity Editor Tools (EditorWindow, PropertyDrawer)
  • NavMesh
  • Behaviour Trees
My Projects
Sniper: Duel
Action

This title builds upon the concepts of the first sniper game; the original content was reworked to incorporate new assets, and new mechanics were added.


  • integrating third-party assets from Built-in into the URP pipeline
  • implementing custom logic for third-party assets and integrating them into gameplay
  • enhancing shooter mechanics
  • adding a slow-motion effect without using Time.timeScale
  • optimizing code; analyzing and addressing performance bottlenecks identified in the profiler
  • reducing build size from 90 MB to 40 MB
  • integrating the Yandex SDK and implementing Yandex.Metrica
  • creating enemy AI using a third-party asset (handling attack, wandering, and hiding behaviors) and using reflection to inject code into the AI ​​asset to support the slow-motion effect
  • adding a "dead cam" using Cinemachine
  • baking NavMesh for prefabs
  • adding explosions and explosion physics
  • developing weapon and character stat systems (damage, health)
  • finding and integrating outline shaders
  • creating a full-fledged UI system
  • weapon and hand customization (materials/skins, attachments)
  • in-game store: ads, soft currency, hard currency
View
Special Agent: Sniper
Action
This project was developed for the Yandex.Games platform. The goal was to build the project from scratch and test architectural solutions.

  • building the application from scratch
  • creating an extensible architecture
  • integrating a plugin for the Yandex.Games platform
  • adding character animations using Mixamo
  • adding a weapon model from itch.io and adapting it for gameplay
  • learning WebGL-specific development
  • integrating the Yandex SDK and implementing ads
  • developing weapon physics (firing effects, camera movement)
View
Guildmaker Tycoon
Idle, tycoon

I participated in developing most aspects of the project, ranging from the UI to the architecture of specific systems. Key features include a reward system, a battle pass, data synchronization, and the combat system. I also designed the guild and dungeon interaction mechanics and developed AI for both heroes and enemies.


  • working with character animations
  • implementing reactive UI layouts
  • creating interactive tutorial sequences
  • participating in game economy design
  • writing code according to company standards
  • proposing third-party assets to streamline development
  • suggesting improvements to legacy code
  • maintaining legacy code, including ECS ​​used in meta-game mechanics
  • implementing and maintaining features
  • developing synchronization between meta and core systems
  • creating tools for game testing
  • collaborating within the team: integrating features with game designers, testing builds, and assisting level designers with level construction
View
Merge Ventura: Island Stories!
Merge
  • developing core mechanics
  • implementing responsive UI
  • optimizing code
  • reducing build size by loading additional assets over the network
  • fixing platform-specific bugs caused by resource race conditions
  • creating animated introductory cutscenes
  • integrating tutorials
  • creating VFX and adding SFX
  • writing custom Inspector functions
  • working with databases: saving player progress and data migration
  • localizing the game
  • creating a custom in-game debugger
View
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