Viktor Grigorev¶
Senior Unity Engineer¶
Open to Senior/Lead Unity roles | Remote-first | Full-time contract | Worldwide | AutĂłnomo (self-employed) in Spain
Focus: Games | EdTech | Robotics
- Email: ViktorGrigorevDev@gmail.com
- Location: Murla (Alicante), Spain
- LinkedIn: linkedin.com/in/grigorev-viktor
- GitHub: github.com/dr-vij
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
- 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
- Led the development of a multiplayer PC/Mac Steam title from zero with a new team; Tech Lead for Unity, 3D graphics, and engineering practices; full‑time remote from Spain; release targeted for 2026.
- Designed and implemented a modular core for mini‑games (state flow, session management, scoring, content hooks). One mini‑game takes ~1–3 days to implement thanks to the core architecture and DI with Zenject; extension and maintenance are straightforward.
- Built a robust character controller and input pipeline to support multiple gameplay modes.
- Advanced the HDRP‑based 3D graphics stack with custom shaders and rendering features; lighting/post‑processing setup; asset and performance guidelines, including profiling‑driven optimizations to meet targets on Mac hardware.
- Implemented real‑time procedural mesh generation for gameplay features and developer tooling.
- Implemented reliable scene loading and transition pipelines (async loading, dependencies, Addressables).
- Networking: Forked Netcode for GameObjects (NGO), fixed critical issues, and maintain our fork; integrated with UGS Relay/Lobby and Steamworks; improved state synchronization and reliability.
- Established engineering practices: migrated VCS from Mercurial to Git with GitLab and introduced a Merge Request (MR) workflow; added automated tests, code generation, and custom Unity Editor plugins; mentored and trained engineers in Unity best practices.
- Project status: Core gameplay/platform functionality is complete; the team is now focused on building out content.
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