I am a Unity Game Developer with 4+ years of experience building games, gameplay systems, and interactive experiences with a strong focus on clean architecture, performance, and polished execution.
My core strength is turning ideas into playable, scalable, and maintainable game systems using C# and Unity. I have worked across mobile games, multiplayer features, XR experiments, and development tools.
Technical expertise in gameplay logic, reusable systems, optimization, and networking.

C# and Unity gameplay loops, player control, AI, and modular game logic.

Photon-based synchronization, client/server logic, and networking consistency.

Profiling, CPU/GPU tuning, memory management, and smooth frame pacing.

OOP, design patterns, and reusable structures built for maintainability.

OpenXR interactions and immersive prototype development for spatial computing.

Experience targeting mobile (iOS/Android), PC, and optimized WebGL builds.

Integration of external backends and clean data exchange for live-ops.

Automation tools, internal pipeline scripts, and fast algorithm prototyping.

CI/CD automation, infrastructure workflows, and cloud delivery support.

Physics-based food combat arena with custom shader-driven splat decals, DOTween cartoon motion, and hierarchical FSM AI opponents.
View Case Study
Precision parking simulator with curve-driven drift physics, a dot-product scoring system, and a procedural road generation pipeline.
View Case Study
1 vs 20+ AI arena brawler with scale-based elimination, custom reflection physics, and density-based procedural level spawning.
View Case Study
Luna Unity playable ad for TapNation — 3D survival loop compressed to 3.2MB with animation-synced combat and vertex-baked AI swarms.
View Case Study
GPU-instanced voxel mining adventure with real-time A* navigation, bridge construction, and a color-mapped procedural level grid.
View Case Study
3D space shooter with surface-adaptive movement across any geometry, PentaLerp ballistic rockets, and 200+ simultaneous AI entities at 60 FPS.
View Case Study
Match-3 puzzle grid bridged to real-time 3D combat stats, with Ghost Replay AI, GPU sprite batching, and an event-driven observer architecture.
View Case StudyI’m currently open to new opportunities. Whether you have a question or just want to say hi, I’ll try my best to get back to you!
GET IN TOUCH