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Lead / Senior Unity Engineer · 9+ years

Radostin Stoychev

I lead teams and stay in the codebase. Console certification, live-ops mobile, VR platforms, real-time multiplayer. From first architecture to shipped build.

0+
Years shipping
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Shipped projects
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Platform families
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Engineers led
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Studios & clients
01

Engineering Experience

hands-on, daily

Nine years writing production Unity and C#. Not an architect who left the codebase. I still build the systems I sign off on.

Systems I've built

  • Combat, hit resolution and character controllers from scratch for a beat-em-up MVP
  • Enemy AI on behaviour trees, plus custom physics and animation integration
  • Real-time multiplayer on Photon PUN, then a full migration to Fusion 2
  • Custom netcode for a persistent MMO client
  • Console gameplay systems and UI under first-party certification

Platform & tooling

  • Unity and native Android (Kotlin) / iOS (Swift) SDK architecture
  • Quest-optimised shaders, single-pass instanced stereo, XR simulator workflow
  • CI/CD pipelines on Azure DevOps; PS5 devkit and build setup
  • Assembly definitions and layered architecture with a pure C# domain core
  • Performance work for low-end Android and iOS

Stack

  • Unity 9+ yrs
  • C# 9+ yrs
  • Photon Fusion 2 / PUN Shipped
  • Meta Quest SDK Quest 2 / 3 / 3S
  • PlayFab · Firebase Live services
  • Kotlin · Swift Native SDKs
5
Platform families

Console, VR, mobile, desktop and web. All shipped, none experimental.

3
Netcode stacks

Photon PUN, Photon Fusion 2 and a custom solution for MMO scale.

16
Projects shipped

From hyper-casual prototypes to a console port under certification.

02

Leadership Experience

lead · supervisor · founder

Four companies have handed me their client-side team. I've also built one from nothing and run it as a business.

40+
Engineers led

Founded and ran a game outsourcing studio, owning hiring, delivery and clients end to end.

4
Lead roles

Lead Unity developer at Mobiddiction, Trapsoul, Tritan and technical supervision on MMO scale.

Running the team

  • Defined technical architecture and owned client-side delivery across multiple studios
  • Managed and mentored junior and mid developers; set code standards and review culture
  • Technical supervision on MMO and multiplayer titles with parallel workstreams
  • Hiring, scoping and estimation as founder and as a lead

Running the business side

  • Built a 40+ person outsourcing studio from founding to delivery at scale
  • Direct client-facing work: scoping, estimation and integration support
  • Co-development positioning and client acquisition for external studios
  • Operates through own entities for international contract engagements
03

Shipped Work

select a title to inspect
04

Track Record

2017 to now
02/2026 to present

Lead Unity VR Developer

Mobiddiction

Owning production of new VR experiences for the internal Patient VR platform, shipped to hospitals and rehabilitation centres on Meta Quest.

05/2025 to 02/2026

Lead Unity C# Developer

Trapsoul Games

Led full client-side MVP development of a beat-em-up from concept to playable build. Architected combat, AI behaviour trees, character controllers and physics from scratch.

11/2023 to 05/2025

SDK Unity Developer

Audiomob

Owned R&D for Unity and native Android/iOS ad SDKs with direct client integration support. Maintained CI/CD pipelines and established cross-platform SDK architecture and code standards.

03/2021 to 11/2023

Lead Unity C# Developer

Tritan Technology

Led client-side development on multiplayer titles including Metarush Racing and Moonville Farms. Managed junior developers, defined technical architecture and ran code reviews.

01/2020 to 03/2021

Senior Unity Developer

Double Eleven

Part of the team that ported RimWorld to PS4/PS5 and Xbox, working on gameplay systems and UI inside a strict platform certification pipeline.

12/2017 to 01/2020

Unity C# Developer

CrazyLabs

Worked across prototyping and live-ops teams, shipping hyper-casual and casual titles including licensed IP.

05 / Work with me

Let's build
your next one.

Open to contract, lead and senior engineering work with studios shipping on console, VR and mobile. Fully remote, with on-site sprints when a project needs them.