Aliaksandr Shybayeu
Senior Unity Engineer · AI-Native
I build mobile games and the AI-driven workflow that ships them: clean architecture, LiveOps, and agents that turn ideas into production-ready features.

About
Unity engineer with 7 years in mobile games: modular architecture, LiveOps features, analytics and A/B testing, unit and integration tests.
I automate daily development with AI agents, from task planning to implementation, review and testing. At Super Banana we built a development system where a strict controller architecture and our own agent plugins let any team member ship their idea production-ready.
Expertise
Game architecture
Modular, testable game code: an HMVC controller tree, dependency injection and async flows that keep features isolated and easy to change.
LiveOps & data
Time-zone-safe event services and live events on top of them: tournaments and leaderboards with bot rivals, daily quests, progression, A/B tests and analytics.
AI-driven development
Agent workflows that plan, implement, review and test: automated documentation, autonomous ticket execution, code review against team rules, and AI commands that make UA creatives.
Unity engineering
Gameplay and meta systems, UI, animations and particle effects, editor tools and level editors, unit and integration tests, and performance work on rendering and memory.
Work Experience
- Co-built the studio's AI-driven development system from scratch: a strict HMVC controller-tree architecture plus private Claude Code plugins (skills, hooks, agents). Time to release dropped from about 4 months for the first game to about 2 months for the next, letting any team member ship their own idea production-ready.
- Shipped 4 mobile games from scratch to release in one year with AI agents inside this system: gameplay mechanics, UI, animations and particle effects, boosters, analytics, A/B tests and local notifications.
- Designed the LiveOps architecture: a time-zone-safe event service and live events on top of it, including Tournament Race and the Daily Cup leaderboard with bot rivals, Daily Quests and progression events.
- Extracted reusable features (Daily Quests, popup queue, notifications, LiveOps) into the studio's shared Core framework used by all games.
- Optimized game performance: memory usage, frame-rate stability and level load times.
- Automated routine development work with AI pipelines: project documentation, task breakdown and autonomous ticket execution, code review against team rules, and on-device SDK and analytics checks.
- Built AI commands that generate marketing creatives (UA video ads and playables) from a running game.
Projects6

Triple-match sorting puzzle with travel-themed levels, boosters and live events.

Jigsaw puzzle where pieces merge into larger groups, with a move budget and boosters.

Logic puzzle with daily levels, a level editor and a Daily Cup leaderboard.

Card puzzle about grouping words by association, with hint and assist boosters.

Arrow puzzle where the player clears the board by sending arrows out in the right order.

Party game of "would you rather" questions to play with friends.
- Improved and maintained legacy architecture, enhancing system reliability and performance.
- Designed scalable architecture for new features.
- Developed a custom A/B testing solution and analytics data collection pipelines.
- Wrote unit and integration tests; supported production and on-call rotations.
Projects1

Farm-themed TriPeaks solitaire, one of Playtika's top casual games.
- Developed mobile games from concept to release and supported live operations.
- Implemented modular architecture, core gameplay and meta features, and internal tools (level editors, debug utilities).
- Integrated third-party SDKs (analytics, ads, IAP) and set up iOS and Android build pipelines.
- Optimized performance: memory usage, rendering cost and frame-rate stability.
Projects1

Merge and tycoon game about building up a military base.
- Refactored large parts of a legacy Unity application and significantly increased unit and integration test coverage.
- Extended an internal integration-testing tool that runs real Zenject installers to simulate real-world scenarios.
- Did regular code reviews and improved memory management and asset handling.
- Mentored junior developers on coding practices and architecture.
Projects1

Prototyped and shipped 5+ hyper-casual games: gameplay, UI, animations and particle effects, ad and analytics SDKs, and reusable architecture across projects.
Built multithreaded business features for a microservice web application (Java, Spring).
Hyper-casual prototypes and small web applications in indie teams.