DOO Games Studio
Unity Technical Lead & AI-assisted game development.

13+ years in MMORPGs, shooters, AR/VR and mobile simulations. Strong in clean client–server architecture, performance optimization and production-ready code. Building DOO Games Studio as a personal lab for prototypes, tools and high-impact projects.

Unity · DOTS/ECS · URP
MMO · Runners · Simulators
.NET 6–8 · Microservices
AI · LLM · LangChain
Based in Mykolayiv, Ukraine · available for remote roles, co-dev and technical leadership.

Who is behind DOO Games Studio

DOO Games Studio is the personal brand of Oleksii Dolbonosov — Unity Technical Lead with a background in MMORPGs, live-ops, AR/VR, and serious games for training and analytics.

What I like to build
Systems-heavy games and tools where architecture actually matters: MMO backends, session shooters, drilling simulators, AR adventures, XR visualizations and internal AI pipelines for content & code.
MMORPG & online games Runners & arcade Industrial simulators VR / XR apps AI-assisted workflows
How I usually work
Prototype-first: prove the gameplay or system with a vertical slice, then grow it with clean boundaries and testable modules. I care about performance, crash-free KPIs, and making sure the team understands the architecture — not only me.
SOLID · Zenject Profiling & optimization Mentoring & reviews CI/CD & releases
What I bring to a team
A mix of hands-on coding, architecture thinking, and AI/automation mindset: I can lead the Unity side, co-design the backend, and help introduce AI tools to speed up content creation, scripting and documentation.
Technical leadership Cross-discipline communication AI for productivity

Core skill set

A quick overview of the areas where I’m the most effective.

Engines & graphics
Unity 3.5–6000 URP / SRP Shader Graph VFX Graph GPU instancing Addressables UI Toolkit
Gameplay & systems
Zenject / Extenject UniTask Rx (Reactive) State machines Crafting & progression Party & guild systems Loot, chests & rewards Save systems Analytics & AB-tests Localization
Networking & backend
Photon / Mirror Agora RTC Custom protocols .NET 6–8 REST APIs Microservices Docker / Docker Compose Kubernetes FastAPI gateways SQL / MongoDB Telemetry & observability
Platforms & domains
Android / iOS Desktop WebGL VR (Quest / SteamVR) Training simulators Healthcare XR Kids games

Selected games & products

A mix of live products, shipped titles and prototypes that show how I think about gameplay, networking and tooling.

MMORPG · Social
WOTA
Unity client + custom .NET server for a social MMORPG on VK/OK/Mail.ru: packet-based networking, multi-zone world, portals, monsters, real-time combat, crafting, party system, progression and chest/loot systems.
MMORPG · Unreal
Unreal-based MMORPG (custom server)
Backend development and custom dedicated server for an Unreal Engine MMORPG: session management, game logic, persistence and communication between Unreal client and standalone server in a microservice-friendly architecture.
Session shooter
Exowar
Room-based shooter for social networks: matchmaking, session loop, crafting, persistent progression and balance tuning, plus integration with VK/OK/Mail.ru.
Simulation · Desktop
Drilling Simulator
Training simulator for oil production control with complex animated pipelines: coordinated actions of workers, pipes, tools, ropes and equipment, where each operator command triggers a chain of subsequent animated steps (move, pick up, pass, place). Focus on reliable sequencing and interaction logic between all moving parts.
Location-based RPG
Maguss
Location-based spellcasting adventure on Android/iOS: monsters and events placed on a real-world map similar to Pokémon-style games. Worked on map monsters, enemy players, costumes, potions, battle mode, UI and core game systems. Originally planned as AR, but core battles run on the phone without camera use.
Puzzle · Desktop
Riddlord: The Consequence
Puzzle-adventure game with cinematic cameras and intricate level scripting. Worked on puzzle mechanics, interactions and camera rails.
XR · Healthcare
Amplifier AI VR
Healthcare visualization in XR: AI diagnostics data visualized in VR; REST integration, optimization for standalone headsets and presentation of complex metrics.
Kids · Mobile
Dream Path: Eggifest
Kids-oriented mobile game “Dream Path: Eggifest” for Android and iOS: UI/UX polish, analytics integration, performance optimization and support of Google Play / App Store publishing pipeline.
Match-3 · Mobile
Globematcher
Mobile match-3 game with many levels and world-map progression. Joined as a Unity frontend/gameplay engineer: implemented and refined match-3 mechanics and level logic, improved UI/UX flows, delivered new client-side features and numerous stability bugfixes.
Survival · FPS · Social
Zaragenaya Russia
Online survival FPS for social networks: open-world locations with zombie/monster enemies, full inventory & equipment system, hunger/thirst mechanics, basic crafting and in-game chat. Worked on core shooter logic, survival systems and moment-to-moment gameplay.
Runner prototype
Escape from Gold
Atmospheric runner prototype: procedural terrain, physics-based movement, item system and early balancing experiments for speed/weight.
Arcade · Mobile
Condom Game
Satirical arcade about “sperm racing”: fast prototype with clear core loop, simple controls and playful theme.
Arcade · Mobile
Crazy Space (space clicker)
Space-themed clicker “Crazy Space”: lightweight mobile arcade with tap-based progression, simple upgrade loop and bright visual style.
Holiday runner
Santa Runner
Christmas-themed runner about Santa delivering gifts: 3D track, obstacles, gift collection, simple mobile controls and multiple festive content variants.
Holiday runner
Rabbit Runner (Easter)
Easter 3D runner with a rabbit character and egg-collection mechanics: lightweight mobile-friendly controls, open track design and bright festive atmosphere.

Trailers & gameplay

A quick visual overview of some projects — click a thumbnail to open the corresponding YouTube video.

WOTA trailer thumbnail
WOTA — social MMORPG trailer
Unity · custom .NET server · VK/OK
Unreal-based MMORPG backend demo thumbnail
Unreal MMORPG — backend & server demo
Unreal Engine · custom dedicated server
Exowar shooter thumbnail
Exowar — session shooter
Unity · matchmaking · crafting & progression
Maguss AR gameplay thumbnail
Maguss — location-based spellcasting
Unity · mobile · map-based gameplay
Riddlord trailer thumbnail
Riddlord: The Consequence — trailer
Unity · puzzle adventure · desktop
Condom Game gameplay thumbnail
Condom Game — satirical arcade
Unity · mobile prototype
Crazy Space gameplay thumbnail
Crazy Space — space clicker
Unity · mobile clicker
Globematcher gameplay thumbnail
Globematcher — mobile match-3
Unity · front-end & gameplay
Amplifier AI VR trailer thumbnail
Amplifier AI VR — medical XR visualization
Unity · VR · diagnostics visualization
Zaragenaya Russia gameplay thumbnail
Zaragenaya Russia — survival FPS
Unity · online survival shooter

AI/LLM R&D and developer tooling

Parallel to game work, I’m building internal pipelines and tools that use LLMs and Python to speed up content creation, documentation and backend workflows.

AI Game Studio pipeline (R&D)
Unity–Python workflows for assisted content creation and automation: local LLM inference with Ollama, LangChain tools, prompt-based code generation, image/data pipelines via ComfyUI and FastAPI microservices for gameplay tooling and live-ops dashboards.
Ollama · OpenAI · DeepSeek LangChain ComfyUI FastAPI Internal tools

Summary of roles

Full CV and more details are available on request or via LinkedIn.

  • Unity Technical Lead — various projects (2021–2025): MMO backend design with microservices, Docker/Kubernetes, VR/healthcare visualization, kids games, internal AI tooling.
  • Senior Unity / .NET Developer — long-term work on online and mobile games, training simulators and cross-platform titles.
  • Unity Developer — early-era social network games (VK/OK/Mail.ru), runners, arcades and adver-games.

Let’s talk

Open to remote roles (full-time or long-term contract), co-development on ambitious games, and collaborations around AI-assisted gamedev tooling.

Preferred schedule: full-time, remote.
Location: Mykolayiv, Ukraine (UTC+2).

Best way to reach out: send a short intro + what you’re building (platform, engine, timeline), and I’ll reply with how I can help — technically and in terms of scope.