Illia Shaplykov — Unity Gameplay Programmer, Warsaw

Portfolio

May 2026 — Present
Team — Fantasy Spark Studio
Role — Gameplay programmer

Jelly Alchemist

A desktop 3D Co-op RPG in active development.

Independent / non-commercial team project
        Jelly Alchemist
Desktop / 3D RPG Event-Driven Systems ScriptableObject Items New Input System Allocation-Free Caching
  • +Built a first-person character controller with camera-relative movement on Unity's New Input System.
  • +Designed an event-driven health & mana system, decoupling combat logic from UI across 4 character types.
  • +Eliminated runtime GC spikes during lobby load with an allocation-free lobby built on Dictionary-based caching.
  • +Built raycast-based item pickup/throw and an inventory system on a ScriptableObject-driven architecture — new items need zero code.
May 2025 — Sep 2025
Team — Solo
Role — Design, code & art

Grinthel

A solo-developed 3D horror game, created entirely from the ground up in three months.

Desktop / 3D Solo Dev Enemy AI Item System 3D Art Pipeline
  • +Owned everything end-to-end: level design, gameplay programming, and 3D asset creation.
  • +Programmed enemy AI and a full item system from scratch using ScriptableObjects.
Sep 2024 — Jun 2025
Team — 3 people
Role — Level & systems design

Nordhollow Curse

A 3D horror descent through a forest and a cave, built with two teammates.

Desktop / 3D Level Design Enemy AI — State Machine Combat System
  • +Designed 2 levels (forest, cave), balancing exploration against pacing and horror atmosphere.
  • +Built the core loop: a note-reading system for narrative discovery and a shooting-based combat system.
  • +Programmed enemy AI behavior and animation with a state machine.