



See my current project
Core Skills
Unity & Engine: Editor tooling, advanced C#, rendering pipeline, custom shaders.
AI-driven automation into development workflows, OpenClaw, Google APIs, Google Cloud, Kimi, and ComfyUI to speed up asset generation, scripting, and production pipelines
Multiplayer & Networking: Photon, Mirror, authoritative servers, matchmaking, sync optimization.
Performance & Pipeline: Profiling, memory, draw calls, custom build automation, CI/CD tooling.
C#, Unity engine, Git, Doozy UI, Addressables, Photon engine, Zenject, Mirror server, Fishnet, C++, ECS, Odin, SQL, UnirRx, json, jira, confluence, URP, asana, oop, shadergraph, PlayFab, GOAP, Astar, Gaia, MongoDB, node.js, Cursor Ai, Netlify, OpenClaw, Google APIs, Google Cloud, Kimi, ComfyUI
Interesting Problem & Solution
Problem: In one project, I needed to generate 5 million unique nano-cell designs for a PvP game and export each as a PNG, while ensuring the cells matched their playable in-game look exactly.
Solution: Textures couldn’t be used due to memory and build size limits, so I created a custom shader driven by about 10 float parameters per cell to control appearance. These parameters were the only data stored—saving memory and storage—giving consistent visuals in-game and for rendering. I automated the PNG export with a dedicated Unity build that recreated each cell from parameters, rendered, captured, and uploaded the image, distributed across multiple machines to handle all 5 million variations efficiently.
Andrew
Senior Game Developer
Senior Unity Game Developer with 8+ years of experience delivering PC and mobile games. Strong background in multiplayer systems, optimization, and core gameplay architecture, with hands-on leadership experience guiding teams from concept to release. Focused on clean code, scalable solutions, and production-ready results.
Email Me
LinkedIn Profile
andrewdarse@gmail.com
linkedin.com/in/andrew-lisitsyn-1196a429a
github.com/AndrewDorse
AI-powered automation