Viacheslav Klymenko
Principal Engineer - Applied AI and Game Systems
- Glendale, CA
- vklymenkowork@gmail.com
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I build games and simulations in Unity and C#, from controls and progression to release and live support. I owned the Coloring activity in PAW Patrol: The Game at Originator (Spin Master), design through its July 2026 worldwide iOS and Android release. I was the studio's technical escalation point, and built a child-safe LLM story experience with generative voice. I then built and shipped GamePrompt, which turns a description into a Godot build and verifies each one compiles and runs. Earlier I published up to 100 mobile games with 20M+ downloads, led client architecture on a server-authoritative casino suite, and architected a VR training simulator for airport ground crews.
Experience
Founder / Principal Engineer · GamePrompt
2026 - PresentBuilt and launched a generative-AI product that takes a game from a conversational description to a complete, playable Godot build. Live in production.
- Built the agentic harness the product runs on: multi-model LLM routing across Anthropic and OpenAI by task and cost, an MCP server driving a headless Godot build toolchain, and prompt and context pipelines held in git and deployed through CI, so a prompt change is reviewed and versioned like any other commit.
- Built the evaluation layer: every generated project must compile and run before it ships, so correctness is verified automatically rather than reviewed by hand.
- Instrumented per-model token spend and metered it into customer billing.
- Own the full stack and its operation: TypeScript/Next.js services on Firebase, Cloudflare R2 and Workers, Stripe webhooks with idempotent retry handling, authenticated access using HMAC-signed session cookies, and per-tenant authorization rules covered by automated tests.
TypeScript · Next.js · Godot · MCP · Firebase · Cloudflare Workers · Stripe
Principal Game Developer · Originator Inc (Spin Master Inc)
2023 - Jul 2026Technical escalation point for the studio; reviewed and mentored other engineers. Studio closed July 2026.
- Engineered an AI-driven story experience in which children create, narrate and illustrate personalized stories using LLM integration and ElevenLabs generative voice.
- Built the content-safety guardrails constraining model output for a child audience, validated by two independent red teams that were unable to elicit inappropriate content.
- Owned architecture and implementation of the Coloring activity in PAW Patrol: The Game, from design through worldwide iOS and Android release in July 2026.
Unity · C# · LLM integration · ElevenLabs · iOS · Android
Senior Game Developer · Originator Inc (Spin Master Inc)
2021 - 2023- Shipped Cubric, a 3D voxel world with procedural terrain generation and real-time multiplayer collaboration.
Unity · C# · Procedural generation · Multiplayer
Senior Unity Developer · MaxSpot Media
2018 - 2021Led client architecture and wrote most of the code for a cross-platform casino suite (poker, blackjack, slots).
- Built turn resolution, hand state and server-authoritative rules across iOS, Android and WebGL.
- Integrated WebSocket and REST services, Photon multiplayer, microservices and third-party plugins.
- Led code review and delivery coordination across engineering, QA and production, and owned the multi-platform build and release pipeline.
Unity · C# · WebSockets · Photon · WebGL
Unity Developer · Velocity Airport Solutions
2015 - 2018- Architected a full-stack VR training platform for airport ground personnel: instructor station, hardware-in-the-loop integration and a synchronized mobile companion app over Photon Realtime.
- Built for non-engineer operators to run unaided.
Unity · C# · VR · Photon Realtime
Game Developer and Publisher · Independent Developer & Freelance
2008 - 2015- Designed, built and published up to 100 original mobile games end to end, covering gameplay, systems, release and live support, totalling 20M+ downloads.
- Necronomicon reached Top 100 Games on both app stores.
ShiVa3D · iOS · Android
Programmer, C++ · TikGames LLC
2006 - 2008- C++ development on AquaSphere and County Fair, both published by Big Fish Games.
C++ · Nebula engine
Skills
- Agentic AI
- Claude Code as a daily primary engineering tool, Multi-model LLM orchestration across Anthropic and OpenAI, routed by task and cost, Model Context Protocol (MCP) server in production against a headless build toolchain, Tool and function calling, Prompt and context pipelines versioned in git, deployed through CI, Per-model token and cost instrumentation metered into billing
- Evaluation
- Deterministic compile-and-run gate on every generated project, blocking release on failure, Correctness measured rather than reviewed, Automated regression and policy testing in CI
- Backend & platform
- C#, TypeScript / Node, REST and WebSocket services, Webhook handling with idempotent retries, Microservice and third-party integration, Firebase / Firestore, Cloudflare Workers and R2, Stripe billing
- Generative media
- Three years on the ElevenLabs voice APIs across two shipped products, Automated pipelines producing 3D assets, audio, imagery and code from a text description, Import, validation, versioning, packaging, deployment
- Game systems
- 3Cs: character, camera, control, Combat and interaction systems, Inventory, progression, save systems, HUD and UI integration, multiple game modes, 3D math, procedural generation, physics-driven movement, Photon PUN, Realtime and Fusion, Profiling and memory optimisation across mobile, VR and WebGL
- Engines
- Unity and C# (expert), Godot (production), Babylon.js with custom shaders (production), ShiVa3D (production, 20M+ downloads), C++ on the Nebula engine, Unreal (working knowledge)
- Operations
- GitHub Actions CI/CD, Automated regression and policy testing, Structured logging and cost telemetry, Production incident response on a live system
Education
- M.S., Computer Science / Computer Intelligence · Vinnytsia National Technical University