Technical leadership
I build and grow engineering departments. I set technical standards, run interviews, mentor leads, and keep releases on track.
- Tech strategy
- Mentoring
- Hiring
- Delivery
Head of Technology · Unity Technical Lead
Currently at Super Banana Studios
I build the engineering department, the platform we use to make and ship our games, and the games themselves.
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I have worked in game development since 2011, from small startups to big studios like IGG and Playtika. I started as a Unity developer and later led engineering departments.
I enjoy building the systems behind games: the tools, pipelines, and shared code a whole team can build on. I'd rather build one system that ships ten games than make each game by hand. Unity, C#, and .NET have been at the center of it all.
As Head of Technology, my focus is people and direction. I hire and grow engineering teams, set our technical standards, and plan how the studio works and ships. Most of all, I want to help strong engineers do their best work.
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I build and grow engineering departments. I set technical standards, run interviews, mentor leads, and keep releases on track.
I design modular, testable client-server game architecture, using dependency injection (DI) and SOLID principles. I keep core logic separate from Unity APIs and build networking layers.
14+ years with Unity and C#: core gameplay frameworks, metagame systems, custom editor tools, performance and memory profiling, and algorithm optimization.
I automate workflows so teams write gameplay instead of configuration. I build CI/CD systems, custom template engines, and shared libraries that get a new game running in days.
I use AI models and agents to work faster, both for myself and the team. I build AI-driven workflows, teach developers how to write good prompts, and bring tools like Claude and Gemini into daily work to ship better code.
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I have been at Super Banana from the start, building its technology and the platform its games run on.
Casual goods sorting puzzle game with a travel-holiday theme.
Casual drawing puzzle game where directing paths reveals pixel art.
Upcoming casual puzzle game.
Upcoming casual party game.
Modular C# framework that every game is built on: a shared architecture with app bootstrap, a unified game flow, and built-in layers for monetization, storage, and analytics.
Build pipeline that ships every game to Firebase for testing and to the app stores for release.
I looked after one of Playtika's top casual games on two sides: the teams building it and the health of the project itself.
Casual solitaire game with a farm theme, one of the top-grossing titles in the genre.
I started APPSULOVE's Unity department and built the technology behind the company's casual games.
The studio's first Unity games. I built these hands-on as the lead.
Merge number puzzle game.
Relaxing paper-folding puzzle game.
Merge tower-defense game.
As the studio scaled, I led these as tech lead and focused on the core and CI, while still coding on some myself.
Animal parking-jam puzzle game.
Color-sort puzzle game.
Block and bubble matching puzzle game.
Triple-match 3D puzzle game.
Color-by-number coloring game.
Built by an outsourced team on our core framework. I led the tech and the overall direction.
Augmented-reality virtual puppy game.
Virtual pet cat game.
Modular C# framework that every game is built on: shared architecture with bootstrap and config, and built-in layers for monetization, purchases, analytics, and notifications.
Build pipeline on GitHub Actions and Fastlane that ships every game to Firebase for testing and to the stores for release.
Project template the teams start a new game from, wired to the core framework.
In-app campaign and monetization SDK.
I worked on a slots game, building its gameplay architecture and metagames.
Managed metagame implementations and optimized rendering layouts.
Designed a reusable framework that decouples metagame gameplay loops from main slot applications.
I led an 8-person client-server team on a large-scale 3D mobile strategy game.
Lords Mobile-like WW2 strategy game. Owned game client architecture, map rendering, and client-server socket communication protocols.
I led a small startup team from prototype to store release.
Match-3 game with complex balance testing bots, PostgreSQL database storage, and Android Wear integrations.
I built client-side modules, early Unity 2D extensions, custom scene editors, and ported games.
Developed scene editors, localization managers, profile managers, and multiplayer socket client layers.
Ported PC survival racing title to iOS. Optimized game code and fixed memory leaks.
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Unity packages and GitHub Actions I build and maintain. I use the same blocks at work.
A C# union type implementation for Unity.
C#Fast, persistent, thread-safe binary storage.
C#A simple, flexible and lightweight logger for Unity.
C#Localizations for the iOS App Tracking Transparency prompt.
C#A hexagonal-grid math library for .NET.
C#Build numbering, Unity version detection, keystore verification and git context - the actions behind the pipeline.
TypeScriptHigh-performance 2D text rendering tools and call stack navigation utilities published to the Unity Asset Store.
Asset Store Utilities05
Ivan demonstrated very positive qualities… he always tries to find the best solutions. If I were to describe an ideal colleague, Ivan would easily fit that description - the heart of the company. I highly recommend him both as a person and as a specialist: top-notch code.
An exceptional game engineer… well organized and thrived under adversity. In many instances I placed Ivan in situations only he could succeed in, and he never let me down. His biggest strength was the ability to make everyone around him a better engineer.
An experienced, detail-oriented and highly professional hiring manager. As Head of the Unity Department he evaluated candidates and their code and ran technical interviews - his expertise and charisma were important selling points for many strong candidates we hired.
An outstanding professional with a unique combination of analytical mind, resourcefulness and broad-mindedness. His ability to listen, support colleagues and always find time to help creates an atmosphere of trust. A highly skilled specialist and a fantastic person.
An experienced developer, a competent leader, and just a good person capable of rationally managing time and resources to achieve the best result. A reliable professional who can realize the most difficult areas of work - in programming and in team management.
A high-level developer, good team leader and absolutely great person - one of the key people on the project. Ivan can handle any issue and offer interesting solutions, and lift the team's mood at difficult moments. If Ivan is in charge of a task, you can be sure it'll be done well and in time.
Ivan is a skilled developer with a good feeling for software architecture. As a team lead, he is a responsible manager who can lead a team.
A superb specialist who knows his craft perfectly. He prefers hard tasks over easy ones.