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


PLAY

Student project

Harbingers Of New Dawn

PLAY

Student Project

Demand Dial Exorcist

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

PLAY

Student project

Yori

PLAY

Student project

Snow Dash Racing

Yori

Platform: HTML5, Windows

Language: English

Game Engine: Unity

Development status: Stopped

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

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