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NintendaDev/README.md

Dmitrii Vasiliev

Unity Developer with a backend engineering background.

I've been building games with Unity and C# since early 2022. Before that I worked as a backend developer - Python, FastAPI, PostgreSQL, Docker - and that experience still shapes how I approach game architecture: modular systems, clean data flow, and infrastructure that scales.

I'm passionate about making games, always curious to learn something new, and love to experiment with different approaches and technologies. Also a Nintendo fan and game collector.

Projects

UniKit AI
A spec-driven AI framework for Unity development. Provides a full development cycle - from idea exploration to code review and documentation - without writing complex prompts. Features dynamic memory that loads stack-specific rules (UniTask, R3, Zenject, etc.) by task context, and a self-learning system that turns bug fixes and code reviews into improved project rules.

Modular Unity Game Template
A production-oriented Unity template built around a state machine for game lifecycle management. Modular architecture with Zenject, Addressables, and UniTask. Includes examples of analytics, ads, localization, and save system integration.

Stack

Game development
Unity, C#, Zenject / VContainer, UniTask, R3, Addressables,
Photon Fusion 2, Photon Pun 2, Unity DOTS, Entitas

Backend
Python, FastAPI, PostgreSQL, Docker

Official Sites

Community

Contact

Support

NintendaDev github stats

Pinned Loading

  1. bears-versus-zombies bears-versus-zombies Public

    A prototype of a networked top-down shooter built with Unity 6 and powered by Photon Fusion 2 and Zenject

    C# 6

  2. modular-unity-game-template modular-unity-game-template Public

    An efficient base game architecture with complete control over its loading and operation

    C# 15 1

  3. base-warriors-unity-dots base-warriors-unity-dots Public

    A sample game in the style of base warriors using Unity DOTS

    C# 4 2

  4. unikit-ai unikit-ai Public

    The AI Development Pipeline for Games: design, code, and the engine editor

    Shell 16 1