Valera Rosolovskij

FULL STACK DEVELOPER UNREAL ENGINE valerarslvskijj@yandex.ru


I possess a wealth of experience utilizing Unreal Engine, with a strong proficiency in developing complete and immersive gaming experiences. From integrating third-party SDKs to working with plugins and the standard Unreal Engine framework, I excel in creating both single-player and multiplayer games. As a Full Stack Developer, I am well-equipped to tackle any challenge that comes my way in the world of game development.


Programming Language:
•C++ •C# •Python •SQL


Type Game:
•Strategy •RPG •Action


Skill:
•Advanced Locomotion System •Gameplay Ability System
•Framework Unreal Engine •Animation Blueprint •Mass •AI
•Material Shader •Sound •UI/UX •Voxel Plugin ,etc...


Other skill:
•Blender •Substance Painter •Substance Designer
•Photoshop ,etc...


Experience

"Full-Stack" Unreal Engine Programmer in C++/Blueprint.

"Killchain" - Private Studio.


Project:
- Single-player game.
- Three interaction and camera modes TPS/FPS/Strategy.
BMain tasks:
Implementing basic character control mechanics in all three TPS/FPS/Strategy variations.
- Worked with animations in Animation Blueprint using Montage, State Machine, Control Rig, IK.
- Optimized animations.
Implementing game mechanics similar to existing games
- Tom Clancy's The Division - interactive holographic map with extended functionality for interaction.
- War Thunder - Utilizing Voxel Plugin for goal achievement, dealing with Voxel Plugin issues.
- Total War - Creating squad movement trajectory in Strategy camera mode with additional squad control features.
Developing a building plugin outside the game cycle with destruction capability.
- Each room has a purpose (kitchen, hall, bathroom, foyer).
- Each room has unique textures for floors, walls, doors, ceilings.
- Each room has lighting.
- Buildings can include elevators and stairs.
Accomplished:
- Hierarchical Instance Static Mesh - Main actor with data container, using attributes for texture atlas movement in Material Instance.
- Memory management - Employed "soft references" and asynchronous loading for interior sections with checks for destroyed areas.
- Component manager - Responsible for door animations, field of view angle, and player visibility areas for loading interior into specific rooms.
Additional info:
- Joined the project after it had been running for a year.
- Project involved 27+ team members.
- First time working with an Environment Artist as part of outsourced roles.
-Collaborated with UI/UX, Material, VFX, Sound design, and Animation Artists.

"Full-stack" Middle Developer

"Lekano" - Private Studio.


Project:
- Multiplayer "Metaverse".
- Third Person Shooter camera mode.
- Team size: 4+ members.
Key Responsibilities:
- Developed a parkour plugin that integrated various assets with parkour animations into a cohesive concept. The plugin featured adaptive capabilities to conform to obstacle shapes, angles, dimensions, and interact seamlessly based on the starting angle of interaction with objects.
- Collaborated with the Advanced Locomotion System plugin, implementing third-party skeleton structures onto the ALS Plugin Character's skeleton.
- Integrated multiple plugins into the project, ensuring seamless functionality and enhanced user experience.

Pet project-World of Warcraft.

The character data constructor.


Project:
- Multiplayer.
- Dedicated Server.
- Creating a clone of WorldOfWarcraft.
Key Tasks:
- Project management.
- C++ coding, all visual aspects in BluePrint.
- Creating project architecture with OOP design pattern.
- Programming and designing UI/UX.
- Implementing gameplay mechanics.
- Programming AI.
- Using Gameplay Ability System.
- Using Git for version control.
- Developing Materials for technical tasks.
- Memory management.
- Working with asynchronous tasks.
Additional:
- Create a "character builder" plugin based on the WorldOfWarcraft game prototype. With the ability to modify data exclusively from DataTable.
Brief Overview:
-The project includes a basic standardized framework "GameplayAbilitySystem" for character abilities, effects, and attributes. Special attention was paid to working with smart pointers, memory management, and asynchronous loading.

Pet project-Battlefield

The core game mechanics for Battlefield have been fully developed.


Project:
- Multiplayer/SinglePlayer/LocalPlayer
Worked on:
-Animation Blueprint
-VFX/Sound
-UI/UX
-Unreal Engine Framework
-Gameplay Ability System
-AI/Behavior Tree


Game

Open projects.

Test work or test mechanics.