Andrew Romanenko
Senior Unity Developer at MY.GAMES, Rush Royale @ MY.GAMES
About
Experienced Senior Unity developer with a strong background in game development and a track record of delivering high-quality projects. Skilled in various areas of game development, including application architecture development, game logic, physics, third-party integrations (Analytics, Ads, etc...), optimization, UI/UX, and client-server interactions. Adept at mentoring junior developers and managing processes as a team lead.
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Netherlands
Computer Games
Meta-development, C#, Software Documentation, Client-server interactions, Attention to details, DI, Code Review, Technical Design Documentation, UI Optimization, Figma (Software), Unity Timeline, Attention to detail, Thinking skills, Knowledge sharing, Critical thinking, Attention to details, Mobile Games, Interpersonal Communication, Мобильные игры, Межличностное общение
Experience

Senior Unity Developer at MY.GAMES, Rush Royale
HQ Amsterdam (Netherlands)
Responsibilities: • Drove the development of large-scale live-ops features for Rush Royale, a top-10 grossing mobile F2P strategy game with millions of daily active players. • Designed and implemented meta systems including progression flows, seasonal events, reward mechanics, and monetization-driven gameplay loops. • Built and optimized client-side architecture for scalable content delivery, ensuring smooth rollout of new features and events. • Partnered with game designers, product managers, backend engineers, QA, and LiveOps teams to deliver high-quality updates aligned with business KPIs. • Improved development workflows by implementing and using tools such as inhouse DI, resource system, UniTask, and custom editors. • Conducted code reviews and mentoring, ensuring maintainable, performant, and scalable solutions in a constantly evolving live project. Achievements: • Delivered multiple seasonal and event-based features, directly contributing to the game’s revenue growth and player retention. • Created robust meta progression systems, enabling deeper engagement and smoother onboarding for millions of players worldwide. • Implemented high-performance optimization strategies to reduce memory usage and frame time, improving gameplay stability across low-end devices. • Contributed to long-term LiveOps planning, proposing new gameplay mechanics and systemic tools that supported sustained top-chart success. • Authored detailed technical documentation, streamlining onboarding for new developers and cross-team collaboration.

Client Developer
Tbilisi, Georgia
Working on a big AAA project. • Led the design and development of core features for Urban Heat, including Generative Quests, Tutorial, Progression Systems, and Parallel Event-Based Matchmaking. • Worked on server-side business logic to support meta features, enabling deep player progression. • Collaborated closely with QA team, client and backend developers, game designers, and artists to ensure smooth integration and high-quality player experiences. • Implemented key systems such as a flexible Quest Generator, driven by player progress and gameplay style, dynamic Progressions, a modular Tutorial tool for easy step construction, and event-based matchmaking with rotating mode-map-modifier combinations. • Conducted code reviews to ensure consistency and foster a collaborative, efficient development environment. • Leveraged tools like Shibari UI, Zenject, ECS and others to enhance development workflows and accelerate iteration. • Played a key role in long-term project planning, contributing new gameplay mechanics and toolsets for future development cycles. Achievements: • Developed Server-side and client meta features, supporting rich player progression systems and long-term engagement strategies. • Delivered a robust content-picking system for the Quest Generator, enabling dynamic goal setting and gameplay variation, which led to improved player retention. • Created a convenient tool constructor for assembling tutorial structures with ease, enhancing the overall development speed and quality. • Created documentation for implemented features.

Senior Unity Developer
GamingSense LTD (Mail.ru Group)
Moscow, Russia
Worked on Mort (Little Reaper) project, a RougeLike beat 'em up with a detailed storyline and visuals. Developed custom solutions using UniRx, ECS, NodeCanvas, Zenject, and other tools and frameworks. Collaborated with a team of six client developers, one UI expert, one server developer, and the CTO. Currently developing MotoCity, an MMO simulator of a motorcycle courier in an open world with real-time servers.

Middle Software Engineer
Full HP Ltd
Rostov-on-Don, Rostov, Russia
Worked on two projects.
Fury Wars Project:
Google Play: https://play.google.com/store/apps/details?id=com.fury.wars.brawl.shooter.stars&hl=en_US&gl=US
App store:
https://apps.apple.com/us/app/fury-wars-online-shooter/id1492688850
POKI:
https://poki.com/en/g/fury-wars
-Development of the client side before and after release, integration of the Flurry SDK, Firebase analytics, Tapdaq advertising service, Tapjoy (offerwall), Social achievements (Google Play Games and Game Center), etc .;
-Support after release;
Personally implemented: TeamDeathMatch mode, UI controller, bots (AI), BattlePass, camera, controls, "bushes" (camouflage system) ...
Adapted a build for POKI on WebGL platform.
BlockyCars project:
-Refactoring of legacy code;
-Integration of native advertising SDK Sayollo, Admix;
-Prototyping new features;
-Mentoring;
-Code review;
-Building and publishing in Google Play, Appstore and Amazon stores.
Personally implemented: a new damage system, new tutorial, ObjectPool, menus and windows for the editor (tools), method extensions, replacing "yield return new
Andrew Romanenko's Contact Information
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