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Viktor Grigorev

Senior Unity Engineer

Open to Senior/Lead Unity roles | Remote-first | Full-time contract | Worldwide | Autónomo (self-employed) in Spain

Focus: Games | EdTech | Robotics

Summary

Senior/Lead Unity Engineer with 9+ years delivering games and interactive applications across PC, iOS, Android, and WebGL. Strengths in rendering/shaders (URP/HDRP), multiplayer architecture, and performance‑minded gameplay engineering. Led and mentored teams, introduced modern engineering practices (Git‑based MR workflow, CI, testing), and shipped products used by 2.8M+ users. Open to Senior/Tech Lead roles, remote‑first, Worldwide; Currently Autónomo (self‑employed) in Spain.

Skills

  • Platforms: PC, iOS, Android, WebGL
  • Rendering: URP/HDRP (SRP), BIRP; HLSL/Shader Graph; SRP Batcher; GPU instancing
  • Programming: C#, .NET, Source Generators; applied mathematics (linear algebra, physics simulations)
  • Architecture: Application design; DI (Zenject, VContainer); async and job systems (UniTask, DOTS, Burst)
  • Asset Management: Addressables/Asset Bundles
  • UI: UGUI; UI Toolkit (UXML/USS)
  • Networking: Unity Game Services (Relay, Lobby, Auth); Netcode for GameObjects (NGO); REST; WebSockets
  • Performance and debugging: Unity Profiler, Memory Profiler, RenderDoc, Xcode
  • Quality and leadership: Test automation; team leadership and mentoring

Work Experience

Tech Lead — Alice Games FZE

Jul 2024 — Present | PC Games Projects: alicegamesfze.com · Steam: Vacation Cafe Simulator

  • Product: a cozy cooking game set in a cafe.

  • Led development of a multiplayer PC/Mac Steam title from scratch; Tech Lead for Unity, 3D graphics, and engineering practices.

  • Designed and built a modular mini‑game core (state flow, sessions, scoring, content hooks), enabling ~1–3 days per mini‑game with Zenject DI.
  • Built a robust character controller and input pipeline to support multiple gameplay modes.
  • Advanced the HDRP stack with custom shaders/render features; lighting/post‑processing; profiling‑driven optimizations for Mac targets.
  • Built real‑time procedural mesh generation for gameplay and tools.
  • Shipped reliable scene loading and transition pipelines (async, dependencies).
  • Networking: forked Netcode for GameObjects (NGO), fixed critical issues; integrated UGS Relay/Lobby and Steamworks; improved state synchronization and reliability.
  • Key technical challenges: HDRP rendering stack, multiplayer, character systems, inventory with pre‑calculation/validation of transactions, object ownership system (including vehicles and interactive items), open world and transport.
  • Established engineering practices: migrated VCS from Mercurial to GitLab with an MR workflow; added automated tests, code generation, and custom Unity Editor plugins; mentored engineers in Unity best practices.

Senior Software Engineer, Team Lead — Vizex‑Info

Jan 2019 — March 2024 | EdTech, Digital Twins, Big Data Projects: vr-labs.ru

  • Grew a Virtual Physics educational simulator into the company’s flagship with 2.8M+ users; led cross‑functional teams up to 10.
  • Achieved target frame rates across PC, iOS, Android, and WebGL by profiling and optimizing CPU/GPU hotspots (Unity Profiler, RenderDoc, Xcode).
  • Delivered 4K resolution support on low‑end hardware in WebGL for a project originally planned for PC by optimizing rendering and memory usage.
  • Reduced rendering tech debt by migrating legacy codebases to URP/SRP and building real‑time mesh processing and custom shaders.
  • Improved scalability and maintainability by structuring application logic and architecture (DOTS, Burst, Zenject, UniTask, Odin).
  • Increased developer productivity and reduced bugs (~25%) by introducing C# Source Generators to cut boilerplate.
  • Delivered advanced algorithmic solutions: 2D/3D math libraries, mesh‑generation tools, and R&D for physics simulation (e.g., electrodynamic/electrostatic simulators, hydraulic systems) with custom PhysX solvers.

Unity Software Developer — Vizex‑Info

Dec 2016 — Jan 2019 | EdTech, Digital Twins, Big Data

  • Transitioned from raster tiles to vector tiles with a custom Skia‑based rasterizer, reducing tile size and bandwidth needs for 3D building visualization.
  • Built a GIS vector‑to‑mesh conversion tool enabling advanced spatial analysis.
  • Designed and implemented robust client‑server communication and data persistence using RESTful APIs and WebSockets, ensuring secure and reliable data exchange.
  • Migrated existing software products to Unity, enabling cross‑platform delivery and significantly broadening user accessibility.

Unity Software Developer — Toonidee Production

Feb 2016 — Dec 2016

  • Developed educational games and AR coloring book experiences for preschoolers using Vuforia, focusing on engaging and interactive learning.
  • Shipped companion 'magazine' games for animated series Bumazhki (Paper Tales) and Mi-Mi-Mishki (Be-Be-Bears).
  • Ported existing products to Unity to achieve cross-platform support.
  • Implemented real-time algorithms for recoloring 3D objects at runtime using camera data.

Education

  • Moscow State Open University — Software in Computing and Automated Systems (2008 — 2013)

Personal Projects

  • Electricity Simulator Project (Nov 2022 — Present): Engineered a user‑friendly electrical‑circuit design and simulation app (akin to Tinkercad Circuits), initially presented at a Game Jam and later evolved into a full‑fledged product available at circuits.experimenters.app. Features a custom circuit solver and real‑time simulation. Built with Unity; 3D modeling with Houdini.
  • GitHub Contributions (Jan 2022 — Present): Developed a GPU‑accelerated 2D drawing library and multiple Unity extensions to enhance the platform’s functionality. See: github.com/dr-vij
  • Open‑source/QA Contributions (Ongoing): Active contributor via high‑quality bug reports and issue reproduction for Unity and related tooling.

Interests

  • 3D graphics
  • Game development
  • Houdini
  • Unity community
  • Music creation

Languages

  • English — Full Professional Proficiency
  • Russian — Native or Bilingual Proficiency