Real-Time Systems Engineer | Professional Game Developer 3+ Years Production Experience | Unity & C#
I build gameplay systems, tools, and architectures designed to survive the chaos of live production. I specialize in the bridge between "it works on my machine" and "it works for a million players."
- Scalable Gameplay Systems: Architecture that accommodates feature requests without structural collapse.
- Legacy Code Specialist: Navigating and improving large, tightly-coupled projects without needing a "total rewrite."
- Tooling & Frameworks: Developing custom Editor tools and reusable systems that actively reduce tech debt.
- Hardcore Debugging: Solving those "2 AM, device-specific, post-hotfix" nightmares.
| Category | Tools & Languages |
|---|---|
| Languages | C# (Production-grade), C++ (Systems & Fundamentals) |
| Engine | Unity (Gameplay, Editor Scripting, Tooling) |
| Specialties | Modular Architecture, Performance Optimization, Tweening/Animation Systems |
| Workflow | Git, Refactoring Live Codebases, Debugging Complex Interdependencies |
- Readability > Cleverness: Code is read much more often than it is written.
- Scalability is a Requirement: If it doesn’t scale, it’s a prototype, not a product.
- Correctness over Convenience: "It works" is the start of the conversation, not the end.
- Future-Proofing: I write code today so that "Future Me" doesn't have to spend his weekends fixing "Past Me's" shortcuts.
I’m interested in serious projects that require high-level technical ownership:
- Core Gameplay Systems & Mechanics
- Custom Developer Tools & Workflow Automation
- Production-ready Prototypes
Requirement: Clear goals, realistic scope, and mutual respect.
⭐ I write code so future me doesn’t curse present me. It doesn’t always work, but I try.
