Hi.
I'm Alex Volkov

  • 10+ years of experience
  • Full-stack
  • Team lead
  • Senior C#

Portfolio

Calamity

2D MMORPG, Sandbox, Action RPG, PC, Steam

Calamity is a 2D top-down sandbox MMORPG featuring action combat, dungeon crawling, 3-player online co-op, and a player-driven economy. Primarily focused on architectural implementation of the game's UI/UX using reactive programming patterns. Developed high-performance, dynamic UI systems and managed complex data subscriptions and aggregation from backend server events via custom server. Integrated rich UI animations, ensured seamless data binding, and contributed to general client gameplay features, bug fixes, and system enhancements.

RunCraft

Survival-Runner, Roguelike, Mobile-Android

RunCraft is a fast-paced voxel survival runner where players must manage resources, craft gear, and maintain their hunger levels during the day to battle monsters and survive the night. Players can choose unique characters and combine their perks to create a personalized playstyle. The project was developed from scratch—spanning everything from architecture to app store release—as a full-cycle indie development effort. It features a complex gameplay loop with dynamic abilities and a progression system, alongside a robust infrastructure that includes secure leaderboards, an anti-cheat system, localization, and seamless data migration during updates. In-app purchases (IAP), ad networks, and deep analytics systems were integrated, while the engine was meticulously optimized to ensure smooth performance even on decade-old mobile devices.

Cat Tree

Casual, Idle, Collections, Indie, PC, Steam

Cat Tree is a relaxing casual idle game where players collect, grow, and manage a collection of unique cats residing on a mysterious expanding tree. Architected and built the entire codebase independently from scratch within a tight two-week timeframe, serving as the sole technical developer and mentor for an indie partner. Implemented a robust modular game architecture utilizing a Service Locator pattern, a custom UI framework wrapping Unity RectTransform, state serialization for instant state save/restore, and save file versioning. Integrated complex Spine 2D cat animations and custom Editor tooling to ensure high performance and smooth visual feedback.

King's Match3D

3D, Casual Puzzle, Mobile (iOS / Android)

King's Match 3D is a casual-themed 3D object sorting and triple match puzzle game. Served as Technical Lead and Core Architect for the project, overseeing end-to-end technical execution and client communications. Architected scalable game systems utilizing reactive programming principles and designed the core gameplay architecture from the ground up. Implemented a custom real-time player chat system powered by SignalR, managed backend communication pipelines, and established core engineering standards across the development team.

Pepi Play Franchise

High-Scale Mobile (100M+ Downloads), Educational Games

Pepi Play is a world-renowned franchise of interactive pretend-play mobile games with over 100 million downloads. Maintained, refactored, and optimized a massive, decade-old legacy codebase built with custom physics frameworks, proprietary object management systems, and singleton-heavy architecture. Performed deep technical investigation and engineering support to ensure operational stability across the app portfolio. Developed custom Unity Editor tools for automated asset management and memory footprint reduction, significantly boosting overall project performance and streamline development pipelines.

SophiaVerse

Web3, AI Metaverse, PC

SophiaVerse is an ambitious Web3 ecosystem and AI-driven metaverse project merging interactive storytelling and character gameplay. Designed and developed a custom desktop game launcher and auto-updater system from scratch. Implemented hash-based version verification and delta content streaming to minimize download footprints and automatically update client builds. Additionally worked on client-side memory profiling, stabilizing heavy multi-asset scenes, and refactoring legacy code to resolve critical runtime crashes across major milestone releases.

Mercenaries

Turn-Based Strategy, RPG, Tactical, PC

Mercenaries is an ambitious tactical turn-based strategy game inspired by classic HoMM gameplay. Developed complex, state-heavy UI/UX systems using reactive programming patterns (UniRx). Built core strategy management interfaces, including city building and upgrade trees, dynamic world map interaction screens, and squad management workflows. Ensured seamless synchronization between backend game state data and client-side UI representations.

ZiggyVerse

Web3, Play-to-Earn, Creature Collector, WebGL

ZiggyVerse was a Web3 creature-collection title featuring monster battling and trading mechanics. Designed and architected a highly decoupled, pattern-driven UI framework built on strict OOP principles, SOLID guidelines, and interface abstractions. Created a flexible system separating data logic from visual presentation, enabling tech artists to independently configure tab transitions, dynamic layouts, and animations without code modifications. Successfully streamlined team workflows and engineering standards before the project was halted due to market shifts.

Jellyvale: A Match Tale

Match-3, Puzzle, Casual, Mobile (Android / iOS)

Jellyvale is a colorful casual puzzle game combining match-style mechanics with adventure elements. Stepped in as Tech Lead / Consultant to establish a highly adaptable game architecture capable of supporting rapid prototyping and frequent requirement shifts without requiring codebase rewrites. Architected modular input and gameplay event abstraction layers to keep core mechanics fully decoupled. Designed and implemented a custom pathfinding system by formalizing map layouts into graph structures and applying an Ant Colony Optimization algorithm to resolve complex navigation mechanics on early prototypes.