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Registration: 22.01.2026

Daria Bespalova

Specialization: Gameplay / Unity Developer
— Unity development in C# with end-to-end delivery of small games: gameplay mechanics, UI, scenes, audio, and Web builds (Unity Play). — Currently teaching Unity/C# and shipping student projects to working builds. — Git hygiene: branches, small commits, pull requests, code review basics. — Feature self-testing: playmode checks, regression on core loop, bug fixing. — Build sanity: Web builds (Unity Play/WebGL), quick performance checks via Profiler.
— Unity development in C# with end-to-end delivery of small games: gameplay mechanics, UI, scenes, audio, and Web builds (Unity Play). — Currently teaching Unity/C# and shipping student projects to working builds. — Git hygiene: branches, small commits, pull requests, code review basics. — Feature self-testing: playmode checks, regression on core loop, bug fixing. — Build sanity: Web builds (Unity Play/WebGL), quick performance checks via Profiler.

Skills

C#
Unity (2D/3D)
Figma
Testing
OOP
MonoBehaviour
Prefabs
Scenes
Colliders / Physics
Raycast / Triggers
UI Canvas
Audio
Input System
Coroutines
Debugging
Unity Profiler
Draw calls
Batching
Object pooling
Git
Shader Graph / Materials

Work experience

Unity Tutor / Game Development Instructor
since 09.2025 - Till the present day |Skysmart
Unity, C#
● Teach Unity and C# through hands-on 2D/3D projects (mechanics, UI, scenes, physics). ● Debug and refactor code, and bring projects to stable Web builds (Unity Play/WebGL). ● Decompose topics (OOP, algorithms, project structure) into clear steps and reusable materials. Projects (Gameplay): 1. Hunter - FPS shooter (robots, waves). ● First-person combat loop: shooting, hit detection, damage. ● Wave system: enemy spawning in waves with clear pacing and progression. ● Scene setup: camera, UI elements, prefabs; quick profiling and basic draw-call hygiene for Web build. 2. 3D Platformer - coins + enemies + portal win. ● Character movement and jump (physics), platform traversal, enemy spawn, collectibles, portal win condition. ● UI Canvas screens: start, win/lose, state transitions; audio wired to game states. ● Bug fixing and stability passes before publishing the build. 3. Growth Runner - grow/shrink mechanic. ● Runner progression: growth from collectibles, penalties from obstacles (size decrease). ● Clear win gating: reach required size, pass finish door; tuned feedback loop. ● Basic performance hygiene: reduce excessive Instantiate in loops; avoid runtime allocations where possible. 4. Lunar Motorcycle - moon gravity / terrain physics sandbox. ● Physics sandbox: moon gravity tuning, terrain behavior tests, jump height/traction/stability changes. ● Materials/shader basics: simple material setup; used as a teaching demo for physics parameters.

Educational background

Finance and Credit
Till 2017
Financial University
Computer Science (Bachelor’s Degree)
2022 - 2025
London University

Languages

EnglishAdvancedChineseElementary