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.
Links
Email: zzlinarzz@gmail.com
