Vitalii Smolev

Unity / C# Software EngineerInteractive 3D · AR/VR · Performance

I build bridges between the digital and physical worlds. 6+ years delivering B2B interactive 3D products, configurators, enterprise training systems and custom-hardware solutions — from architecture to production.

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Vitalii Smolev

About Me

Hello! My name is Vitalii and I enjoy creating things that people can use to solve their problems.

A few years ago I tried HoloLens and realized that this is the future. Since then I have been working on Unity projects across AR, VR and interactive 3D: from surgical assistance on HoloLens and enterprise VR training to depth-camera installations and production B2B 3D configurators running in the browser.

In terms of project development, my focus is on bridging the gap between complex user needs and effective technical solutions. I treat software development as a cycle of discovery: I dive deep into the user's problem, build a solution, and then validate it by observing real-world use to ensure the final product is both powerful and genuinely useful.

Here’s how I've put this into practice:

  • Production B2B 3D Products: Primary technical owner of a major module in a Unity WebGL furniture configurator: real-time 3D placement, computational geometry, collision validation and graph-based domain logic inside a 70+ repository modular .NET codebase.
  • Leading AR/VR Development: Architected and built industrial AR/VR applications from scratch, including a multi-user surgical assistance app for HoloLens and enterprise VR training modules for aviation and medical customers.
  • Engineering for High Performance: Built a computer-vision pipeline for a depth camera with Unity DOTS, Burst and the Jobs System plus compute shaders, processing real-time sensor data in under 16 ms while keeping 60 FPS.
  • Integrating with Complex Hardware: Developed software for controlling KUKA industrial robots via ROS, AR tools for Vuzix Blade smart glasses, and kiosk systems integrating passport scanners and cameras.
  • Building Scalable Architectures: Designed modular architectures with custom ECS, Zenject, MediatR and protobuf, and real-time networking stacks with gRPC, NATS and Photon, containerized with Docker for robust deployment.

Featured Projects

B2B 3D Furniture Configurator

Ceramic3DNov 2025 – Sep 2026

A production B2B 3D product configurator for retail furniture planning, running in the browser on Unity WebGL. Users assemble and place configurable furniture in real time, and the system keeps every assembly valid.

My Role

Unity / C# Software Engineer, primary technical owner and domain expert of a major product module

The Challenge

Real-time 3D placement had to be precise and robust for configurable, connected assemblies, while the product itself lives in a large modular .NET codebase of 70+ repositories where every feature crosses architecture, integration and production-support boundaries.

My Solution

I owned real-time placement improvements end-to-end: computational geometry (polygon clipping, Minkowski operations), collision validation and interaction logic. I designed graph-based domain behavior for configurable assemblies and the lifecycle of connected and generated entities on top of a custom ECS. I also improved developer productivity across the codebase by resolving NuGet conflicts and automating local module composition.

Tech Stack

  • Unity WebGL
  • C#
  • .NET / NuGet
  • Custom ECS
  • Zenject
  • MediatR
  • protobuf
  • Computational Geometry
Media coming soon

Interactive Digital Sandbox

NAN AgencyMay 2024 – Jun 2025

An interactive installation that transforms a physical sandbox into a dynamic digital landscape. Using an Orbbec depth camera, the system reads the sand's topography in real time and projects an evolving, responsive world onto its surface.

My Role

Lead Unity Engineer — end-to-end from software architecture and prototyping to deployment

The Challenge

The core technical challenge was extreme performance optimization. To create a seamless interactive experience, the entire cycle — from capturing the depth data to processing it and rendering the procedural mesh — had to complete in under 16 ms to maintain a fluid 60 FPS.

My Solution

I engineered a high-performance computer vision pipeline using Unity DOTS: with the Burst Compiler and the Jobs System the data processing is parallelized across all available CPU cores. Custom compute shaders offload heavy calculations to the GPU, and a procedural mesh-generation system built on the Jobs System visualizes terrain changes from real-time depth data. The result consistently met the strict performance budget.

Tech Stack

  • Unity
  • C#
  • DOTS
  • Burst Compiler
  • Jobs System
  • Compute Shaders
  • URP
  • Orbbec
  • Computer Vision
Media coming soon

Enterprise VR Training

HQSoftwareJun 2022 – Jan 2024

Enterprise VR training modules for aviation and medical customers, built within a large-scale modular simulation platform.

My Role

VR Unity Software Engineer

The Challenge

Training scenarios had to reproduce real procedures faithfully and stay reliable on standalone headsets, while fitting into a shared modular platform used by many modules and teams.

My Solution

I developed training modules and reusable VR interaction systems on top of the platform's modular architecture, so new scenarios for different customers could be assembled from shared building blocks.

Tech Stack

  • Unity
  • C#
  • VR
  • Meta Quest
  • OpenXR
  • VRTK
Media coming soon

Multi-User Surgical Assistance (HoloLens)

Innopolis University2019 – 2021

An MR application for HoloLens designed to assist surgeons during operations by overlaying 3D medical models (glTF), MRI scans, and other critical data in a shared, collaborative space.

My Role

AR/VR Developer, Network Architect

The Challenge

To synchronize the position and interaction with large 3D models between multiple HoloLens devices in real time with high precision, and to securely stream medical data from an on-premise server.

My Solution

I architected a multi-user environment using Photon (PUN) for synchronizing transforms and interactions. For persistent spatial alignment across sessions, I integrated Azure Spatial Anchors. To handle sensitive data, I built a secure networking stack with gRPC and Keycloak authentication for delivering large glTF medical models.

Tech Stack

  • Unity
  • C#
  • HoloLens
  • MRTK
  • Azure Spatial Anchors
  • Photon (PUN)
  • gRPC
  • Keycloak

KAMAZ Quality Control

Innopolis University2019 – 2021

An enterprise AR application for mobile devices and Vuzix Blade smart glasses, designed to streamline quality control on the main assembly line of a major truck manufacturer.

The video shows the application in a test environment — footage from the assembly line is not allowed for distribution.

My Role

AR Developer

The Challenge

To develop a robust and intuitive tool for technicians working in a demanding industrial environment. The application needed to provide clear checklists and defect reporting on two very different target platforms: standard Android phones and Vuzix AR glasses.

My Solution

I developed a cross-platform solution with a unified codebase, tailoring the UI and interaction logic for each device type. A key part of the process was on-site demonstrations and acceptance testing directly on the customer's conveyor, which let me gather direct feedback from end users and iteratively refine the UX for their real-world context.

Tech Stack

  • Unity
  • C#
  • AR Foundation
  • Android
  • Vuzix Blade SDK

VR Driving Licence Exam

Innopolis University2019 – 2021

A VR prototype ordered by the road traffic authority (GIBDD) for the theoretical driving test. Instead of answering written questions, the examinee is immersed in realistic traffic situations.

My Role

VR Developer

Tech Stack

  • Unity
  • C#
  • VR
  • Oculus SDK

Alpha MR Robot Control

Contract project

A desktop application for real-time telemetry, remote control, and programming of a KUKA industrial robotic arm. This project bridged the gap between a user-friendly Unity interface and a complex industrial robotics backend.

My Role

Lead Developer, System Architect

The Challenge

To create a highly responsive and reliable control interface for operators without a robotics background. The main technical hurdle was to ensure minimal latency for commands and handle high-frequency telemetry data without performance loss.

My Solution

I engineered a dual-channel communication system: gRPC for critical, low-latency commands and NATS for streaming high-volume telemetry data. In Unity, I built an intuitive UI that translated simple user actions into precise robotic movements. The entire system was containerized with Docker for seamless deployment in the client's research lab.

Tech Stack

  • Unity
  • C#
  • gRPC
  • NATS
  • ROS
  • Docker

SimKiosk

Mobile TeleSystems (MTS)Nov 2018 – Nov 2019

A vending kiosk for issuing SIM cards with automated identity verification: it scans the client's face and passport and checks the document for forgery. The kiosks were deployed nationwide.

My Role

Middle Java Developer

My Solution

I integrated passport-scanner and camera SDKs into the Java/Spring kiosk application to automate identity verification.

Tech Stack

  • Java
  • Spring
  • Passport Scanner SDK
  • Camera SDK

Contact Me

I'm currently looking for new opportunities. Feel free to reach out!

I typically reply to all inquiries within 24 hours.

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