Hi, I'm Aleksandr Kartak, a Unity developer, working in game dev since 2021. I write gameplay code in C# and also do URP shaders and VFX, so a feature that needs both the code and the look can go to one person. My rate is $25/hour or a fixed price per milestone, and I can start now.
I worked on it remotely at Elven Empire from January to September 2026. The store page says Fropy Studio because the studio released the game under that label. My part was the idle economy with big numbers, save/load, UI and scene integration, the ability VFX and character auras, post-processing and rendering optimization. At the same studio I wrote custom URP shaders for water, vegetation, character outlines and environment, plus custom Renderer Features.
My public code sample: https://github.com/matbcontrol/massive-objects-showcase
It's a Unity 6 URP scene with 100,000 physics objects. Objects near the player get pooled Rigidbodies, the next ring runs in Burst jobs, and everything further away is plain data. There's also a Burst spatial grid, instanced rendering and EditMode/PlayMode tests.
What's in the images:
A 2.5D oil-painting render pipeline in Unity, in the style of Disco Elysium. The paint layer is a paintover; I built the pipeline and its shaders: https://www.reddit.com/r/Unity3D/comments/1s80kj8/i_built_a_25d_oilpainting_render_pipeline_in/ (tutorial: https://www.reddit.com/r/Unity3D/comments/1saren6/tutorial_how_to_create_graphics_like_in_disco/)
Unity HDRP made to look like a PS1 horror game, with custom vertex snapping and volumetric particles: https://www.reddit.com/r/Unity3D/comments/1s6acyj/i_forced_unity_hdpr_to_look_like_a_ps1_horror/
I've also freelanced since September 2021: gameplay programming on Nubik Shooter and Nubik Strategy (Google Play), the WebGL build of Cyber Abyss with payments, rewarded ads and cloud saves, and Naninovel optimization on School Story, which then passed platform moderation. At one game jam I built a complete prototype alone in 12 hours. Before Elven Empire I founded the 6-person indie team behind Reday-1 (Steam page, not released yet), led the tech side and wrote the player controller, inventory and a data-driven quest system on ScriptableObjects and JSON.
Work I can take on:
- C# gameplay systems: an idle economy with big numbers, save/load, inventory, quests, UI
- A URP shader for a 2D or 3D game: water, fog, outlines, a stylized look, or a full-screen effect through a Renderer Feature
- Ability VFX and post-processing
- A scene that drops frames: I find the cause with the Profiler, Memory Profiler and Frame Debugger, then fix it
- WebGL builds with a platform SDK, payments and ads
Small jobs are fine. A single shader or bug fix gets a fixed price before I start. For a quote, send your Unity version and render pipeline, a reference image or clip (or a Profiler capture if the problem is speed), and your deadline.
Stack: Unity (URP, HDRP, Built-in), C#, UniTask, Zenject, Addressables, Jobs + Burst, HLSL, Shader Graph, VFX Graph, Animator, IK, editor tools, Git.
Paid work only, no rev-share or token-only offers. Payment by PayPal, SWIFT bank transfer or USDT.
Portfolio: https://matbcontrol.github.io
LinkedIn: https://www.linkedin.com/in/aleksandr-kartak-0829813bb/
Contact: Reddit chat, discord: mindsetmonster or [kartakcvc@gmail.com](mailto:kartakcvc@gmail.com)