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Tbilisi · GMT+4

Open to work · Relocation ready

Unity Developer & Technical Artist

Aleksandr Kartak

In game development since 2021 — gameplay programming and systems architecture fused with technical art: custom shaders, VFX and rendering optimization in URP & HDRP.

Unity Developer & Technical Artist — in game development since 2021.

Aura Farming · Live on Steam · 120+ reviews · Mostly Positive (opens in new tab)

Telegram @MATb_CONTROL (opens in new tab) or emailor email kartakcvc@gmail.com

  • Unity
  • C#
  • HLSL
  • Shader Graph
  • VFX
  • URP / HDRP
  • Editor Tools

Projects

Aura Farming live on Steam · Reday-1 · jam games · more on request

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Aura Farming — anime scene and idle UILive on Steam

Aura Farming

  • Unity
  • VFX
  • Steam

Results

Reviews
120+
Rating
Mostly Positive
On Steam since
Jun 2026

Idle game, live on Steam since June 2026 under the studio's Fropy Studio label — 120+ reviews, Mostly Positive.

My part: ability VFX and character auras, UI and scene integration, post-processing setup and rendering optimization.

Built at Elven Empire · published under the studio's Fropy Studio label

REday-1 — Steam store coverUnreleased · Steam page

Reday-1

  • Unity
  • Systems
  • Editor Tools
Team
6
Core systems
10+

Data-driven quest system, NPC navigation, save / load and custom editor tooling. Architected 10+ core systems while leading a team of 6.

Founder & Lead Game Developer, Homo-Ludens

Game jams

Dielevator! — pixel-art platformer: the player on a platform between two industrial shafts, a generator belowPlayable · itch.io

Dielevator!

  • Game jam
  • Programmer
  • HTML5

Browser platformer with tower-defence elements: stay on the platform and keep the generator alive. Built by a team of four in 72 hours for Indie Varvar's Jam #5 (Sep 2023).

Jam result: #6 of 63 entries in Graphics.

Programmer · credited on itch.io as ALEPACHO

The Path of the Victim — pixel-art night scene under a full moon: a girl faces a masked hooded figure, dialogue box belowHalloween Game Jam 2023

The Path of the Victim

  • Game jam
  • Programmer
  • 2D

2D pixel-art horror story with dialogue scenes, made for Halloween Game Jam 2023.

Programmer

Solo · 12 h

Game jams

More jam prototypes

  • Game Jams
  • Prototyping
  • Solo

More playable jam demos — including a full prototype designed and built solo within 12 hours.

Selection on request

Studio & freelance

Apothecary's Dungeon — custom GPU-instanced grass and vegetationIn development

Apothecary's Dungeon

  • Unity
  • URP
  • HLSL

Stylized top-down RPG, in development. Custom grass rendering system — GPU instancing (DrawMeshInstancedIndirect), chunked loading, wind vertex animation — plus URP water & vegetation shaders and custom lighting.

Cyber Abyss mobile UI: tower hub with credits, a Dive In button and Main, Deck, Talents, Case, Shop and Market tabsCommercial

Cyber Abyss

  • Unity
  • Client-Server
  • Live

Client-server architecture, progression and microtransaction systems for an online action title, designed to extend cleanly with new online features.

Showreel

Gameplay & real-time VFX · tech-art demo

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Showreel — gameplay & real-time VFX
Tech-art demo — scenes & transitions

Tech art

How it's built — WindCore.hlsl · URP shaders · this page's background

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Stylized top-down RPG with grass and vegetation

// Tech Art · Shaders

One wind core for all vegetation

A single WindCore.hlsl include drives grass, flowers and every wind-swayed object — layered value-noise / FBM for the breeze, a travelling gust wave for punchy bursts, and a per-vertex bend that sags instead of stretching. Depends only on _Time, so it costs nothing at runtime.

WindCore.hlsl HLSL
// travelling gust wave
float wavePhase = dot(worldPos.xz, dir) * 0.1 - time * 0.9;
float waveFront = smoothstep(0.90, 1.0, sin(wavePhase));
float totalWind = lightBreeze + waveMask * 0.7
                + windNoise * (lightBreeze + waveMask) * 0.4;

// bend the blade, then sag so it never stretches
worldPos.xz += (dir + swirlDir) * bend;
worldPos.y  -= (1.0 - sqrt(1.0 - bend * bend)) * heightT * scale;
  • HLSL
  • Value noise + FBM
  • Gust waves
  • Per-vertex bend
  • Distance fade
  • GPU instancing

One include animates grass, flowers & foliage — driven only by _Time.

Real-time combat VFX

// Shaders · Lighting · VFX

URP shaders, lighting & VFX

A single cohesive look across water, vegetation, character outlines and effects — built with custom HLSL and Shader Graph, custom lighting solutions, and gameplay / ambient VFX tuned for runtime performance.

  • HLSL
  • Shader Graph
  • Custom lighting
  • Stylized water
  • Outlines
  • VFX

One consistent art direction — grass, water, characters and effects.

// WebGL1 · GLSL ES 1.0 · no libraries

The water behind this page

This page's background is a live fragment shader running over frames from projects I worked on: sine distortion, mip-bias blur, BT.601 luminance mapped onto a five-step palette, stepped caustics and rising bubbles — rendered at reduced resolution and paused when you can't see it.

  1. frame
  2. sine distort
  3. mip blur
  4. luminance
  5. 5-step palette
  6. caustics
  7. bubbles
  8. overlays

Shader is off on this device (reduced motion / data saver / no WebGL).

Guides

Written up on r/Unity3D — Shader Graph, projection mapping, HDRP

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Isometric room in an oil-painting style: a man stands under a floor lamp next to a bed and a wardrobeTutorial
Apr 2, 2026 · r/Unity3D

Disco Elysium-style 2.5D graphics in Unity

  • Unity
  • Shader Graph
  • Step by step

Step-by-step guide to a painted 2.5D look: a gray-box scene, a paintover projected back onto the geometry with camera projection mapping, and the Shader Graph setup behind it.

Low-poly hooded figure under a street lamp in thick volumetric fog, rendered in HDRPBreakdown
Mar 28, 2026 · r/Unity3D

PS1 horror look in HDRP

  • HDRP
  • HLSL
  • Shader Graph

World-space vertex snapping in a Shader Graph HLSL function that keeps skinned meshes and HDRP shadow maps intact, plus volumetric particle fog.

All posts by u/Murky-Goose-1291 (opens in new tab)

About

Tbilisi, Georgia · open to work · relocation ready

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/Since 2021 /Tbilisi /English B2

Name
Aleksandr Kartak
Role
Unity Dev · Technical Artist
Location
Tbilisi, Georgia
Status
Open · Relocation ready
Languages
Russian · English (B2)

Building worlds people can play in.

Unity developer in game development since 2021, combining gameplay programming and systems architecture with technical art — shaders, VFX, animation and rendering / performance optimization.

Most recently at Elven Empire (Jan — Sep 2026): tech art on Aura Farming (live on Steam under the studio's Fropy Studio label, 120+ reviews, Mostly Positive) — ability VFX and character auras, UI and scene integration, post-processing and optimization — and a custom grass rendering system with URP water and vegetation shaders for Apothecary's Dungeon. Previously founded an indie studio and architected the core systems of Reday-1 — a data-driven quest system, NPC navigation, save / load and custom Unity Editor tooling.

  • Unity
  • C#
  • URP
  • HDRP
  • HLSL
  • Shader Graph
  • VFX
  • Systems Architecture
  • Performance
  • Editor Tools

Seeking Open to Unity roles and technical-art work — full-time or contract.

Experience

Sep 2021 → now · 3 roles

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  1. Jan 2026 — Sep 2026

    Unity Developer

    Elven Empire

    Aura Farming (Steam, Fropy Studio label) · King of Merchants · Apothecary's Dungeon

    • Engineered a custom grass rendering system for large environments — vertex animation, GPU instancing (DrawMeshInstancedIndirect) and chunked loading.
    • Developed custom URP shaders (HLSL, Shader Graph) for water, vegetation, character outlines and environmental effects, plus custom lighting solutions.
    • Created gameplay and environmental VFX — attack effects, character auras, and ambient effects such as fireflies and butterflies.
    • Built character animation & IK systems and DOTween-based UI transitions; optimized rendering for runtime performance.
  2. Nov 2024 — Dec 2025

    Founder & Lead Game Developer

    Homo-Ludens

    Reday-1 (unreleased)

    • Founded the studio and led technical development with a team of 6, defining the architecture and implementing 10+ core systems — player controller, movement, interaction, inventory, items, checkpoints and game states.
    • Architected a data-driven quest system (states, dependencies, ScriptableObject & JSON databases) integrated with NPCs and an adapted Dialog System for Unity.
    • Built reusable Unity Editor tools for content creation, NPC navigation, save / load, scene streaming and a custom audio system with dynamic music.
    • Improved runtime performance through object pooling, memory optimization and FPS troubleshooting.
  3. Sep 2021 — Present

    Freelance Game Developer

    Self-employed

    Gameplay & progression systems for commercial, personal and game-jam projects

    • Built the client-server side of Cyber Abyss (Кибер Бездна) — progression and microtransaction systems with an extensible architecture for online features.
    • Developed custom shaders, a predictive control system and progression mechanics for commissioned action titles; supported refactoring.
    • Integrated the Yandex SDK, passed platform moderation, and adapted / optimized Naninovel for School Story.
    • Rapidly prototyped playable demos for game jams — including a complete prototype built solo in 12 hours.

Skills

Toolbox — 6 sets

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Education & languages

Master's · Bachelor · English B2

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  • Master's

    Innovation Management

    Peter the Great St. Petersburg Polytechnic University (SPbPU)

  • Bachelor

    Information Systems & Technologies

    Ufa University of Science and Technology

Languages

Russian
Native
English
Upper-Intermediate · B2

Let's build something

Have a game in mind? Let's talk.

Open to Unity roles and technical-art work — full-time or contract. Relocation ready. The fastest way to reach me is Telegram or email.

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Showreel

Background shader · GLSL ES 1.0