Stanislav

Unity developer · gameplay & graphics · since 2013

I build games in Unity and C# — gameplay systems, networked multiplayer, shaders and procedural generation.

Games — 7 projects

Neon Rush

Playable in browser

A seven-level 2D platformer. Sacrifice your character to summon your Angel.

Team — gameplay

  • Player controller: run, wall-jump, platforming feel
  • The Angel sacrifice mechanic
  • Seven levels, built with a team
  • Unity
  • C#
  • 2D
  • Team project

Reef Run

Underwater social deduction for up to eight players. One of you is the shark.

Multiplayer & Steam integration

  • Mirror networking: host/join lobbies, player sync, match flow
  • Steamworks.NET: friends, invites, lobby discovery
  • Terrain generation
  • Unity
  • C#
  • Mirror
  • Steamworks.NET
  • Multiplayer

BattleTank Tanktics (Mobile Game)

A turn-based tank duel on a hidden grid, played online.

Multiplayer programmer

  • Netcode for GameObjects: host/join sessions with room codes
  • Unity
  • C#
  • Netcode for GameObjects
  • Multiplayer

Perplexity

A split-screen co-op escape game where the two screens are the puzzle.

Gameplay programmer

  • Puzzle interactions across both halves of the screen
  • Systems tying what one player sees to what the other solves
  • Unity
  • C#
  • Co-op
  • Split-screen

Survival Adventure

A procedurally generated 3D world of enemies and NPCs.

Gameplay programmer

  • Procedural world generation
  • Encounter and loot loop
  • Shop system
  • C#
  • Procgen
  • 3D
  • AI

The Dark Castle

A 2D co-op puzzler: one character fears the dark, the other burns in the light.

Designer & programmer

  • Designed and developed the light/dark mechanic
  • Level Design
  • 2D
  • Puzzle
  • Mechanics

Systems & tools — 4 projects

Codename Thunderbird

Crash on an island, repair a plane, reach the floating islands above the clouds.

Graphics & systems

  • Reusable procedural island generator
  • Water and terrain shaders
  • Save/load system running on compute shaders
  • C#
  • Shaders
  • Compute
  • Procgen

Snow Shader

Snow that accumulates believably on any surface.

Technical artist

  • Snow-accumulation shader in Shader Graph
  • Unity
  • Shader Graph
  • HLSL

Wave Function Collapse

A procedural city generator: road networks and building layouts.

Tools & procgen

  • Wave function collapse algorithm
  • Procgen
  • Algorithms
  • Tools
A flock of boids in motion

Boids

A flocking simulation built from three rules.

Simulation

  • Separation, alignment and cohesion, written from scratch
  • Speed, steering force and neighbourhood radius exposed for tuning
  • Simulation
  • C#
  • Math