Profile

I'm Vladimir Moldovanov, a software engineer with over 25 years of experience in 3D graphics and game development. With a deep background in C++ and OpenGL, and expertise in Unity development spanning 12+ years, I've worked on everything from creating my own game studio to developing automotive navigation systems for BMW, Daimler, and Audi.

  Target Roles :

πŸ› οΈ Unity Tools Engineer

Custom Editors, Tools, Workflow Automation

🎨 Technical Artist

Shaders, Asset Pipelines, Rendering Optimization

βš™οΈ Core / Engine Developer

C++, OpenGL, Custom Engines, Low-level Logic

πŸš€ Technical Director

Architecture, Team Mentoring, Code Review, R&D

Vladimir Moldovanov

Software Development
(25+ years)

System Architecture, Design Patterns, Memory Management, OOP, C++

Game Development
(20+ years)

Custom Engine Architecture, 2D/3D Rendering, Game Logic, AI & Pathfinding, Physics Integration

Automotive Development
(13+ years)

HMI Development (BMW/Daimler/Audi), Navigation Systems, Qt/QML, Embedded Software

Graphics
(25+ years)

Render Pipelines, OpenGL|ES, Shader Programming (GLSL/HLSL), Technical Art, 3D Max (MAXScript), Pipeline Tools

Unity
(12+ years)

C#, Shader Graph, UI Toolkit/uGUI, Editor Extensions & Custom Inspectors, Asset Store Publishing, Performance Optimization

Team
(20+ years)

Technical Leadership, Agile (Scrum/Kanban), Mentoring, Jira/Confluence, Code Review

2026 - Current

Unity Asset: "VM_Attributes"

Architected a high-performance Editor Extension framework designed as a lightweight, license-free alternative to industry-standard inspector tools. Driven by strategic cost optimization, this solution eliminates revenue-share dependencies while offering unique workflow enhancements tailored for complex game data. Currently undergoing production battle-testing within the 'Kingdoms' project, with a commercial Asset Store release scheduled post-validation.

Unity Asset Inspector Attributes Battle-Tested
2026

Unity Asset: "VM_Emoji"

Developed a comprehensive Unity Editor extension integrating the full Unicode 16.0 standard. Designed to enhance developer workflows by enabling rich visual feedback in custom inspectors, debug logs, and UI labels, significantly improving editor readability and UX.

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Usages of the asset
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Dark theme in Unity
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Light theme in Unity
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Unity Asset Editor UI/UX Tool Unicode 16.0
2024 - Current

Indie project: "Kingdoms"

Architecting a Turn-Based Fantasy Strategy by leveraging deep Unity expertise to build a tool-driven development pipeline. This custom architecture accelerates iteration cycles and ensures a sustainable workflow. The project acts as an incubator for standalone tools like VM_Emoji and VM_Attributes, the latter of which is being finalized for a commercial Asset Store release.

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Unity Tool Architecture Incubator for VM_Attributes Turn-Based Strategy
2024 - Current

DXC / Daimler AMG Gen20x

Driving the evolution of the proprietary 3D rendering engine for the Daimler AMG Gen20x platform. Focused on developing cutting-edge visual features and maintaining high-performance graphical fidelity for the flagship AMG fleet.

Daimler AMG Visual FX GLSL Qt / QML Unity on Android
2021 - 2022

DXC / Hyundai Mobis: Graphics Expert

Recruited as a Senior Rendering Specialist to evolve a proprietary glTF 3D Viewer/Editor. Tasked with elevating visual fidelity and resolving critical rendering artifacts. Successfully implemented advanced model editing features and optimized the rendering pipeline for the Hyundai Mobis ecosystem.

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Improve-Rendering
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Centroid Camera
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Rotation
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Transition and Scale
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Projections
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Smoothing Groups
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Faces Extrude
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Edge Chamfer
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UV Map Vertex Mode
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UV Map Editor
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UV Map Editor Rotation
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glTF / PBR Rendering Improvement Tool Development GLSL Qt / QML
2010 - 2021

Luxoft: Navigation Rendering Lead

Led the 3D Navigation Rendering department for over a decade, successfully delivering 9 major automotive projects. Architected and optimized complex 3D rendering engines for embedded platforms used by top-tier OEMs: BMW, Daimler, and Audi.

3D Engine of Navigation System for BMW
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3D Engine of Navigation System for Daimler
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3D Engine of Navigation System for Audi
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Team Lead Embedded Automotive 3D Engines OpenGL | ES GLSL C++
2021

Luxoft / BMW MGU21

2020

Luxoft / Daimler NTG7

2020

Luxoft / Audi MIB3

2019 - On Hold

Indie Project: "Zombies"

Developed a 3D Arcade Third-Person Shooter. Served as a technical sandbox to master Unity Custom Editors and tool scripting. The project reached a Playable Alpha state before I shifted focus to a Turn-Based Strategy to explore different gameplay mechanics. Currently queued for future development.

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Unity Custom Editors Tools Zombie Shooter
2018

Luxoft / BMW MGU18

2018

Luxoft / Daimler NTG6

2016

Luxoft / Daimler NTG5

2014

Luxoft / BMW EntryNav

2013 - On Hold

Personal R&D Project: "Gladiator"

Initiated my transition to Unity by porting assets from 'Curse of Ancients' into a new Action-RPG framework. This project served as a deep dive into the engine, mastering C# and the Unity ecosystem. Due to limited spare time, I made a strategic decision to pause development and pivot to a project with a more manageable scope.

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Unity Learning C# Learning Asset Porting 3D Action
2013

Luxoft / BMW NBT-EVO

2010

Luxoft / BMW NBT

2008

Indie Project: "Curse of Ancients"

Developed a high-fidelity Vertical Slice for a 3D Action-RPG set in the Ancient Orient and Egypt. The prototype was pitch-ready for publishers. However, due to the 2008 Global Financial Crisis, the industry saw a widespread freeze on new acquisitions, and the project was shelved due to the lack of external funding.

Gameplay video of 'Curse of Ancients'
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Overview video of environment objects
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Overview video of creatures
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Overview video of animation
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Overview video of animation
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Team Lead Vertical Slice 3D Engine OpenGL GLSL C++ Action RPG
2006 - 2007

Luxoft: R&D for BMW L6

Led an R&D team developing an experimental Rear-Seat Entertainment system for the BMW L6 model. The project focused on interactive gaming for passengers using integrated hardware. Successfully managed the team for 2 years until the project was sunset due to strategic budget cuts.

Video of pre-beta demo 'The Young Magician'
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Video of pre-beta demo 'The Young Magician'
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Video of prototype demo 'The Young Magician'
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Video of pre-beta demo 'The Young Magician'
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Team Lead Automotive R&D 3D Engine OpenGL | ES C++ Arcade
2005 - 2006

Game Studio "SEMARGL"

Founded the studio and directed the development of the full-scale PC RPG 'Dark Tower Conspiracy' (2006), published by Akella. The title achieved international distribution, being localized and released in Germany by Atari.

Gameplay video of 'Dark Tower Conspiracy'
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DVD Cover for 'Dark Tower Conspiracy'
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Screenshot#1 from 'Dark Tower Conspiracy'
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Screenshot#41 from 'Dark Tower Conspiracy'
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Background music of 'Garrison'
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Background music of 'The first threat'
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Background music of 'Dangerous track'
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Background music of 'Border'
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Background music of 'Encampment'
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Background music of 'The troubled graves'
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Background music of 'Ruins of Dalmirtock-Hall'
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Background music of 'Dungeon'
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Background music of 'Through the dead forest'
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Background music of 'Horror in caves'
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Background music of 'The ancient crypt'
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Background music of 'The maze of Dark Tower'
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Founder Team Lead 3D Engine OpenGL C++ Action RPG
2004

Publisher Pitch Demo

Developed a fantasy Action-RPG / Hack'n'Slash demo. Successfully pitched the project to the publisher Akella, securing a contract to fund the full-scale production of the game based on the prototype's core mechanics.

Screenshot#0 from demo
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Screenshot#1 from demo
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Screenshot#2 from demo
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Screenshot#3 from demo
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Screenshot#4 from demo
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Screenshot#5 from demo
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Team Lead Publishing Deal 3D Engine OpenGL C++ Action RPG
2003

Co-founding a Studio

Co-founded a studio in Kharkov with a former GSC colleague (Lead Designer of Cossacks). We began development on a 3D fantasy Action RPG, but the project was regrettably halted due to my partner's health issues.

Video from prototype
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Screenshot from prototype
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Co-founder Startup 3D Engine DirectX C++ Action RPG
2002

Developer at "GSC Game World"

Developed the initial prototype (named Warlock) for the game later released as Heroes of Annihilated Empires. Originally conceived as a turn-based fantasy strategy, the project pivoted to RTS to align with the studio's expertise. I left the team following this shift in concept.

Team Collaboration 2D Engine C++ Turn-Based Strategy
2000 - 2001

Launched 'www.gamemaker.chat.ru'

Founded the game dev community gamemaker.chat.ru. Authored technical tutorials on tile-based rendering and A* pathfinding, and developed a turn-based fantasy strategy prototype using these algorithms.

Logo of game prototype
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Screenshot from game prototype
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2D Engine Tile-based Algorithms Pathfinding C++ Turn-Based Strategy