About Me
Unity lead who builds from the metrics: retention, monetization, A/B tests.
I’m Kirill, a tech lead in mobile games with 13+ years of Unity and C# (10+ professionally). I treat a studio as a business: the job is to ship products that earn, so I decide from retention, monetization and experiment results. I lead cross-functional teams of engineers, artists, designers, analysts and QA, and I use AI agents in daily production work. Based in Barcelona, Spain.
My tech expertise lies in Unity and C#
Language proficiency: English - C1; French - B1; Spanish - B2; Russian - Native
AI-assisted development
- Daily hands-on use of AI coding agents (Claude Code among them) with MCP servers and custom skills in production work.
- Custom skills: I write my own agent skills to automate routine work.
- Team adoption: I pushed the team toward agent-assisted development and gave in-studio talks teaching non-technical colleagues the basics, token-saving tips and how to get reliable results when building prototypes.
Impact at Voodoo (Archery Clash!)
Selected examples:
- +5pp D1 retention on low-end Android device tiers (T4-T5): built a system that adapts quality settings to device performance.
- ~+10% D1-D7 playtime with no revenue drop: A/B-tested the grace time before ads appear.
- +2pp store conversion, statistically significant: ran a store listing experiment with updated screenshots and added keywords to title and description.
- +30% revenue in T3 countries: tested a 50% price reduction.
Skills
13+ years of Unity and C#; .Net Core, ASP.NET Core
9+ years of leadership: Scrum, Git, Jira, team management, mentoring, expectations management
Product: A/B testing, retention and monetization analysis, store listing optimization (ASO), playable ads
Analytics: Google Analytics, GameAnalytics, Crashlytics, Mixpanel, PostHog, custom analytics services
AI-assisted development: AI coding agents, MCP servers, custom skills
Experience
- Lead product teams on Coffee Pack and Archery Clash!: the team grew from 3 engineers and 2 QA into a cross-functional team of 5 (engineer, data analyst, game designer, artist, QA).
- Run A/B tests with data analysts, define analytics events and funnels, and set the roadmap from the results.
- Own store listing optimization (keywords, listing experiments) and built playable ads in Unity (Luna) for user acquisition.
- Turned a prototype into a full product with a solid architecture and maintainable codebase.
- Led a team of 4 engineers and re-established a relationship of mutual trust within the team.
- Introduced core engineering principles step by step.
Tripledot Studios
Lead Unity software engineer / Associate technical director
April 2022 - January 2024 (Spain), 1 yr 10 mos
tripledotstudios.com
- Managed 10 engineers during the company’s rapid growth, introducing scalable processes and keeping software standards high.
- Helped turn a group of individual contributors into one team; set up build tooling.
- Ran technical workshops and set up exchange of technology and experience between project teams.
Team lead: code reviews, interviews, hiring programmers and technical artists, development and technical roadmaps, deadlines.
Grew from middle to senior C# developer. Supported several live titles and contributed to prototypes that were not released.
Solo developer of a multiplayer VR quest (Oculus Rift, HTC Vive, Perception Neuron).
Independent
Solo Unity developer
2013 - 2016
First projects in Unity and C#, including the multiplayer tower defense Krownguards (see portfolio).
Education
St. Petersburg State University of Engineering and Economics
Bachelor Degree in Human Resources
2005 - 2010
Studied people and team management, which I apply when leading engineering teams.
A Little More About Me
Open-minded, sociable, with a good sense of humour. Alongside my interests in games and software engineering some of my other interests and hobbies are:
- Tinkering
- Crossfit
- Geocaching
Best of luck
