Anton Zarubin

Senior Software Engineer

TypeScript · Phaser 2/3 · Three.js · HTML5 Playable Ads · Tooling · Performance

anton.zarubin@gmail.com +380 666 25 11 77 zarant77.github.io/ GitHub GitHub: https://github.com/zarant77 LinkedIn LinkedIn: https://www.linkedin.com/in/zarant77 Upwork Upwork: https://www.upwork.com/freelancers/~01d67a6a38050609ab

Senior Playable Ads Engineer with production experience building performance-critical HTML5 playables in TypeScript under strict bundle size and runtime constraints. Focused on reusable systems, ad-tech integration abstractions and developer tooling that improves delivery speed, reliability and analytics correctness across teams.

Core Technologies

TypeScript JavaScript (ES6+) HTML5 Canvas Phaser 2 Phaser 3 Three.js MRAID Ad network integrations Bundle size optimization Asset compression pipelines Node.js CLI tooling Remote debugging instrumentation

Production Constraints & Focus

Impact

Experience

Senior Playable Ads Engineer

ironSource (acquired by Unity) · Playable Ads · Internal Tooling · Ad Tech

TypeScript Phaser 2/3 Three.js HTML5 Canvas MRAID Node.js CLI tooling Build/asset optimization
2017–2022

Built performance-critical HTML5 playables and designed internal platform tools that standardized development workflows, improved integration reliability and increased delivery speed.

Nucleo — Ad Network Abstraction Layer

Internal layer between playables and ad networks providing developer-friendly API over MRAID and network-specific interfaces.

  • Unified access to ad network mechanisms without exposing MRAID complexity to playable developers
  • Standardized tracking and store redirection flows through a consistent API
  • Reduced integration mistakes and improved onboarding experience
GameMaster — Config-Driven Playable Flow Engine

Centralized controller orchestrating playable flow (screens, transitions, events) based on designer-authored configs.

  • Loaded JSON configs created by game designers to drive flow and enable A/B testing
  • Automated win/lose screens, level transitions (including multi-level playables) and analytics events
  • Minimized human factor in analytics implementation, improved testability and delivery speed
Buddy Christ — CLI Build & Optimization Tool

Internal CLI tool for building playables, optimizing assets and running dev-mode workflows across multiple ad networks.

  • Automated packaging for different ad networks with consistent build steps
  • Implemented asset minification/compression pipeline to meet strict size constraints
  • Reduced manual build errors and accelerated iteration cycles via developer-friendly CLI UX
Cockroach — Remote Device Log Proxy

Debug instrumentation embedded into dev builds to stream console logs from real devices to an internal web server.

  • Proxied console logs (errors/warnings/info) from device runs where web debugging was insufficient
  • Enabled fast diagnosis of device-specific issues (e.g., vendor-custom Android quirks)
  • Eliminated blind debugging and improved QA-to-fix turnaround time