I am Linar Khilazhev, a Unity Engineer focused on production gameplay, UI architecture, tooling, and performance-minded cleanup.

Most of my work sits at the point where game features need to become stable product systems: battle passes, quests, rewards, profile customization, analytics, SDK integrations, client-server flows, and UI that survives real production pressure.

What I Work With

  • Unity, C#, UI Toolkit, uGUI, URP
  • Client architecture, shared client-server code, ECS/DOTS
  • Mobile SDK integrations, analytics, purchases, liveops flows
  • Optimization, async stability, tooling, CI, QA helpers

What I Care About

I like systems that are easy to reason about, tools that remove boring work, and UI code that does not turn into a pile of hidden state. I also write about Unity UI, architecture patterns, and engineering process when I find a useful way to explain something.

Email: zzlinarzz@gmail.com

Science in Action!