I have a passion for creating games, and possess good programming abilities. My experience as a software tester and debugger has improved my technical knowledge and ability to problem-solving. I am keen to apply my skills and passion to the industry

Game Programmer
Oleksandr Yakymenko








Game Engines: Unreal Engine 4/5, Unity
Programming Languages: C++, C#, Blueprints
Version Control: Git, Perforce, Diversion
IDEs: Visual Studio, Visual Studio Code
Project Management & Collaboration Tools: Jira (bug tracking, task management), Trello, Codecks
Debugging: Visual Studio Debugger, game engines profilers/debuggers
Experience: Gameplay mechanics, simple AI behaviour, UI scripting, gameplay systems etc.
Soft Skills: Problem-solving, Collaboration, Rapid prototyping
Spoken Languages: English (B2), Polish (A2), Russian (Native), Ukrainian (Native)

oleksandr.yakymenko.it@gmail,com

+48 662 647 462

Krakow, Poland
Unreal Projects

Pet Project
Solo Leveling
Pet Project
Platform: Windows
Language: English
Game Engine: Unreal Engine 5.6
Development status: In progress
This project consists of developing a game using Unreal Engine 5, aimed at creating an arena-style action game.
Current implementations:
Custom Damage System
Custom Event Handler System (like a commander)
Object Pool Pattern for Actors
GitHub repository: • Click •
Harbingers Of New Dawn
Platform: Windows
Language: English
Game Engine: Unreal Engine 5.2
Development status: Stopped
Responsibilities:
Objective System (Including UI + animations) for local-multiplayer game.
Types of objectives:
Interaction
Target Location(2 types: main, and side objective),
Kill objective
Objective system Code
GitHub repository: • Click •
More detailed presentation of this project you can find in link below
• Click •
Demand Dial Exorcist
Platform: Windows
Language: English
Game Engine: Unreal Engine 5.3
Development status: Continued since August 2025
Responsibilities:
Draw sign mechanic
(In other words, actor placing)Designed and managed data structures for:
Game systems (Ritual Managers, Game Modes etc.)
Creating structs and integrating them with Data Tables.
Designed logic that these Data Tables to dynamically load game data, such as items required for exorcism rituals and demon behaviour parameters etc.
GitHub repository with code will be shared later…
More detailed presentation of this project you can find in link below
• Click •
Unity Projects
Yori
Responsibilities:
Tile Highlight:
Highlighting only tiles where the player can go. It has been done by using a ray trace of a mouse and highlighting itself is just changing between different materials
UI Minigame:
It has been done by mathematical calculations for the motion, and the position of the UI running point. The victory condition is to stop the running point at the coordinates of the red zone(was checking borders of the red zone)
Obstacle detection:
Highlighting only tiles where the player can go. It has been done by using a ray trace of a mouse and highlighting itself is just changing between different material
Snow Dash Racing
Platform: Windows
Language: English
Game Engine: Unity
Development status: Stopped
Responsibilities:
Co-op (Turn-based):
Take turns passing the level. It was made by linking the results to the player by index. And as soon as the player reached the finish line, the scene was reloaded, the index was changed
Player Progress & Save system:
Player progress
The database consisted of a list of classes(structs) linked to each other. Data is connected by the Player profile. The player gets information about his best time on each map after loading or registering the profile.
Save System
The point was to save profiles locally on the device. And use it in other parts of the project for UI and Co-op (turn-based). It has been done using JSON and scriptable objects in Unity