Position: Unity developer
Category: Unity
English level: intermediate
Years of experience: 4

Ink splattering simulation. Program for drawing but with dripping ink (as with energetic brush flick). All calculations were on GPU on HLSL with DX11.
3-year until now:
Unity development in a product company, which product is in the top 5 on the play market. Refactoring legacy projects, maintenance and regular updating, working with  Zenject, Opsive, creating custom quest system based on graphs(flow canvas), light baking, optimization.
Implementing analytics, localization.

Also:
Worked for one year with c++ in DirectX 11 (but built-in UWP) on such projects:
 - ink splattering simulation - a program that simulates realistic ink splattering patterns due to real liquids behaviors 
 - cubic equalizer for music - kind of background that represent a field of cubics which respond on music rhythm with light and shadows
 - neon line music equalizer - mini-program that shows music frequencies and performs music data in real-time (perform raw music samples to FFT normalize and pass next).
 - photo sand - program disappear photo into separated particles and user can interact with them
 
Unity project with Kinect
- virtual window - a program that creates a window from a monitor and Kinect that makes the illusion of a realistic window.

Base knowledge of AVR programming

Base assembler 

Base SQL, js, HTML, CSS
I prefer to work for a product company, but I can consider outsourcing options.
Prefer remote.