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Olesia Zaidman is a Technical Artist, Unity Programmer and Game Developer. She’s the founder of the London-based indie studio yksi games.

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Her interdisciplinary experience — from journalism to VFX to code — distinguishes her as a developer who can both build systems and craft compelling narratives.

 

Olesia combines creativity and technology, believing games are a powerful way to tell meaningful stories.

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Skills:​



C# Programming Gameplay Programming Technical Art Shaders Unity Engine  Debugging
Bug Fixing Game prototyping
UI Programming (UI Toolkit & uGui)
Object-Oriented Programming
Physical control systems
Source control Shader-scripting
Unity Editor Tools Scripting
Adaptive design programming
Game Development Cycle Narrative Design  2D Games 3D Games Shaders VFX  Animation

youtuble
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DOWNLOAD CV:

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Registered limited company providing freelance services in:

 

Technical Art

  • Custom HLSL/Cg shaders for Unity, VFX, stylized rendering, animation systems, tool development, and graphics optimization.

 

Game Programming

  • C# development in Unity, gameplay prototyping, systems architecture, custom editor tools, input and UI programming, state machines, scripting frameworks, and performance optimization.

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Monument Valley 3

My journey in game development began as a programmer at ustwo games, where I contributed to Monument Valley 3, and where I learned the shaders.

What we do

BluebinBell: In Search Of Goddo (PC)

Gameplay

Bluebinbell: In search of Goddo -  Created a 2D platformer game where I used Tilemapping for building levels, Cinemachine, Input system, and 2D animations for running, fighting, jumping, and climbing characters and enemies states, audio Data persistence and Player Prefs, collectibles & shooting bullets, etc.

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PLAY

My First Portfolio Games >

Don't Litter Here! (PC)

Gameplay

Don't Litter Here! - Created a 3D game that incorporates the principles of Object-oriented programming: Abstraction, Encapsulation, Inheritance, and Polymorphism. For example, Inheritance is used for different types of object Spawners. I also used in the game Object Pooling, Day/Night Cycle, Profiler for game performance, Post-Processing Volume, Mixamo Animation, PlayerData, AudioData persistence, Score leaderboard, Serializing, and Deserializing JSON Data, etc.

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PLAY

Nectar Journey (mobile)

Gameplay

Nectar Journey is a mini 3D mobile game created in less than 2 weeks. I used arrays for an infinite obstacle runner-spawner, Particle Collision and Particle Animation, Unity Events, Singletons, Swipe & Touch Controller, Animated Scene Transitions, etc.

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PLAY

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