New Unity & XR products
From technical discovery and architecture to tested builds and release support — with one engineer accountable for the whole implementation path.
Product architecture · Gameplay & application systems · XR · UI · Release
Hands-on architecture, implementation, integrations, performance work, and release ownership for teams that need one accountable engineer.

Shipped proof
Reach The Beat
Steam PCVR · Sole Unity engineer / technical owner
5+ years
Commercial Unity
Shipped
Steam PCVR
Production
Android & iOS
5.0
Upwork rating
What I take ownership of
I can enter at product zero, an unstable middle, or a release-critical milestone — and make the next outcome explicit, bounded and testable.
From technical discovery and architecture to tested builds and release support — with one engineer accountable for the whole implementation path.
Product architecture · Gameplay & application systems · XR · UI · Release
I reproduce the baseline, map dependencies and risk, then refactor or repair the smallest useful surface without forcing an unnecessary rewrite.
Inherited codebases · Build recovery · Technical audit · Focused refactoring
Evidence-led profiling and integration work across OpenXR, Steam, native mobile bridges, APIs and third-party SDKs.
Profiling · OpenXR · Steam · Kotlin · Objective-C++ · SDKs
Technical direction stays close to delivery: bounded milestones, architecture decisions, hands-on implementation, review and acceptance criteria.
Planning · Architecture · Code review · Mentoring · Technical acceptance
Selected work
Public proof where I can show it. Clear confidentiality boundaries where I cannot.
From Unity architecture to Steam release
I architected and shipped the commercial PCVR title as its sole Unity engineer and technical owner — owning gameplay, XR interaction and haptics, progression, saves, localization, Steam integration, custom tooling, builds, hardware validation and release. I collaborated with an artist on visual production.



As the sole Unity client engineer and mobile architect, I built a production client with responsive Figma-driven UI, complex asynchronous navigation, backend-dependent flows, localization, notifications, device validation and native Android/iOS integrations.
Production Unity client
Product identity withheld
Product name, visuals and non-public implementation details are withheld under confidentiality.
As sole Unity developer and systems architect, I designed gameplay, progression, economy, save, localization, analytics, offline-time and data-driven content systems while collaborating with art, audio and narrative specialists.
How I work
Preserve what already works. Change only what the evidence justifies.
Clarify the product, current stage, target platform, risk and definition of success.
Run the build, reproduce the issue and inspect the code before making delivery promises.
Choose the smallest useful outcome, acceptance criteria, range and communication rhythm.
Implement, test on target hardware, document decisions and leave a clear next step.
Public Upwork rating
6 completed contracts
“I had the pleasure of working with Artem Shkabura, and he exceeded my expectations.”
Upwork client · Unity project · 5.0
View public profileIndependent practice
No agency layer between the product question and the technical decision. I scope, architect, implement, integrate and validate the Unity-side work personally.
My background spans a shipped Steam PCVR game, production Android/iOS software and systems-heavy games. When specialist art, audio, backend or product design is needed, I collaborate with the client's team and own the Unity-side integration and technical acceptance.
HTC VIVE Pro 2 with Valve Index Controllers · Meta Quest 3 through Quest Link
Unreal Engine 5 · C++ · Blueprints for current PCVR research and development
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Please don't send source code or confidential assets in the first message. We can arrange an NDA when appropriate.