C# / .NET Engineer

Oleksandr Shepel

Backend and platform engineering — microservices, live-service operations, and the tooling that keeps a team fast.

Ireland · Stamp 4 — no employment permit required · Open to backend & platform roles

About

I'm a C# engineer with 4+ years of production experience, moving from game development into backend and platform work. For the past year I've been the only developer at a small studio, owning every technical decision across three mobile titles — including a live multiplayer product whose backend I built, run, and pay the bill for.

The work I keep gravitating toward is the layer underneath the product: services, data, security, and the internal tools other people depend on. So I built a backend platform end to end — architecture, infrastructure, deployment, observability — and put it online rather than leaving it on a laptop. The three links above are the fastest way to judge it.

Stack

Production shipped and maintained at work

C#.NETAzure FunctionsPlayFab REST APIsPhoton PUN 2Unity Play IntegrityFirebaseAppsFlyerAdjust AdMob / MAXRemote config & A/BGitKanban

Personal project built and deployed on my own

ASP.NET CoreMicroservicesPostgreSQLEF Core RabbitMQTransactional outboxOcelotSignalR JWT / RBACAngularDockerKubernetes HelmArgo CDOpenTelemetryGrafana / Loki / Tempo GitHub Actions

Contact

Open to backend and platform roles in Ireland — Dublin, Galway, or remote. Happy to walk through any decision in the project above.

Selected work

Gaming Backend Platform

Personal project

A multi-tenant backend where several independent games share one set of services — identity, economy, notifications — instead of each rebuilding auth, wallets and admin tooling. Built solo, infrastructure included.

  • Microservices with database-per-service on PostgreSQL, behind an Ocelot API gateway.
  • Transactional outbox over RabbitMQ — an event is never published unless the state change that caused it committed, and consumers deduplicate so a redelivery replays instead of double-granting.
  • Auth built against a real threat model — refresh-token rotation with family-based reuse detection, audience-scoped RBAC, and a cookie flow that keeps tokens out of browser storage.
  • Deployed, not demoed — Kubernetes and Argo CD GitOps on a VPS, with traces that follow a request across services and through the message broker.

Live demo ↗ Grafana ↗ Source ↗

Experience

Lead Developer — CGD Studio

Production

Every technical decision across three mobile titles, plus sprint planning and estimation with the team. The main product is live, and I own its backend, its cost and its security.

  • Backend business logic in C# Azure Functions over PlayFab — economy, inventory, crafting, clans, tournaments, chat, moderation, matchmaking and purchase validation.
  • Brought infrastructure spend down to a few hundred dollars a month by cutting per-user request volume, caching client-side, rate limiting and restructuring how player data is stored.
  • Designed a layered anti-cheat system in a week — device-level identity, Play Integrity and player reports combined into a trust score driving graduated automatic enforcement, inside Google and Apple platform policy.
  • P2P multiplayer on Photon PUN 2, hardened with RPC validation and encryption on security-critical calls, since P2P gives the client authority by default.
~143kbackend API calls / day
0.4%error rate
3titles on iOS & Android

Software Engineer (Unity & Internal Tooling) — 24Play

Production

A studio shipping at speed — 30+ titles to market test in a single quarter. I did feature work and became the person who built the tools everyone else worked in.

  • Internal tooling — an asset importer that removed hours of manual texture setup, level tooling that cut construction from days to hours, and localisation wired to Google Drive so designers edited copy without a developer.
  • Versioned save migration built into the save system itself, ending a recurring class of bug where updates broke players' saved data — and giving QA snapshots to test late-game states without replaying the game.
  • Analytics, ad mediation and monetisation across the portfolio, wired to remote config so placement and frequency could be A/B tested live without a new build.
  • Later moved off feature work to define a shared architecture standard — a modular base project with pluggable systems, so a developer joining an unfamiliar project found a structure they already knew.
21shipped titles
4M+combined installs
5built from scratch