Independent Unity & XR Product Engineer

I build and stabilize Unity products — from PCVR games to production mobile software.

Hands-on architecture, implementation, integrations, performance work, and release ownership for teams that need one accountable engineer.

Available for selected engagements · Europe/Kyiv · Remote worldwide
Reach The Beat PCVR gameplay with blue and yellow targets

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

Engineering responsibility, not a technology list.

I can enter at product zero, an unstable middle, or a release-critical milestone — and make the next outcome explicit, bounded and testable.

01

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

02

Architecture & stabilization

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

03

Performance & integrations

Evidence-led profiling and integration work across OpenXR, Steam, native mobile bridges, APIs and third-party SDKs.

Profiling · OpenXR · Steam · Kotlin · Objective-C++ · SDKs

04

Fractional technical lead

Technical direction stays close to delivery: bounded milestones, architecture decisions, hands-on implementation, review and acceptance criteria.

Planning · Architecture · Code review · Mentoring · Technical acceptance

Product ownership, made visible.

Public proof where I can show it. Clear confidentiality boundaries where I cannot.

01Shipped PCVR

Reach The Beat

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.

Platform
Steam PCVR
XR layer
OpenXR
Localization
35 languages
Steam proof
11 achievements
Reach The Beat gameplay during a dense rhythm sequence
Reach The Beat gameplay with rabbit-shaped rhythm targets
Reach The Beat gameplay with orange and cyan targets
02Production mobile

Confidential Android/iOS product

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

NDA-safe
Figma-driven UI
Async navigation
Backend flows
Native bridges
Android
iOS

Product name, visuals and non-public implementation details are withheld under confidentiality.

03Systems-heavy games

Architecture for interconnected systems

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.

InventoryCraftingPhysiologyData-driven coreQuestsSavesAnalyticsOffline time

Reduce uncertainty before scaling effort.

Preserve what already works. Change only what the evidence justifies.
  1. 01

    Brief

    Clarify the product, current stage, target platform, risk and definition of success.

  2. 02

    Prove the baseline

    Run the build, reproduce the issue and inspect the code before making delivery promises.

  3. 03

    Bound the milestone

    Choose the smallest useful outcome, acceptance criteria, range and communication rhythm.

  4. 04

    Build & validate

    Implement, test on target hardware, document decisions and leave a clear next step.

5.0

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 profile

You work directly with the engineer doing the work.

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.

XR validation hardware

HTC VIVE Pro 2 with Valve Index Controllers · Meta Quest 3 through Quest Link

Secondary R&D direction

Unreal Engine 5 · C++ · Blueprints for current PCVR research and development

Tell me what needs to ship — or what keeps breaking.

Send project brief

Useful first-message details

  • Product type and current stage
  • Target platform or headset
  • Main technical challenge
  • Desired outcome and timeline
  • Approximate budget

Please don't send source code or confidential assets in the first message. We can arrange an NDA when appropriate.