

Specialized in multiplayer networking architectures, custom physics engines, mobile optimizations, AR/VR experiences, and multi-platform game deployment.
I manage the complete game development lifecycle, from designing 2D & 3D assets to developing polished, production-ready games.
Years Experience
Projects Delivered
Clients Served
Players Reached

I am a Senior Unity Game Architect and Developer with over 10 years of experience designing, coding, and optimization of cross-platform game experiences. My approach blends physical aerodynamics and custom graphics pipelines with modular networking structures.
Throughout my career, I have collaborated with publishers and AAA studios to engineer cover systems, vehicle controllers, procedural voxel destructions, and high-performance VR interactions. I focus on creating frameworks that empower creative vision without compromising on efficiency.
Structuring projects using SOLID design patterns, dependency injection, and scriptable databases for extreme scalability.
Optimizing profiling draw calls, memory leaks, garbage collection spikes, and utilizing Unity Job System and DOTS.
A decade of shipping gameplay mechanics, networking architectures, and cross-platform ports (PC, Console, VR, Mobile).
Integrating online services with PlayFab, LootLocker, Firebase, custom SQL databases, and secure player lobbies.
Delivering production-level implementations across diverse niches of engine development, optimization, and platform constraints.
Creating complex 3D mechanics, dynamic cameras (Cinemachine), physics simulation, and custom shader visual effects.
Building highly polished pixel or vector platformers and puzzle games optimized for low-end mobile hardware.
Authoritative server models, network sync, matchmaking, and multiplayer infrastructure using Photon and Mirror.
Interactive plane detection, virtual object sizing, and light estimation using Unity AR Foundation and ARKit.
Designing physics hand interactions, climbing structures, and optimized frame rates on standalone VR headsets.
Volumetric liquids, wind aerodynamics, soft bodies, and destructible meshes for realistic simulators.
Behavior trees, tactical coverage detection, and complex A* pathfinding systems in multi-tiered environments.
Memory leaks resolution, profiling draw calls reduction, custom build stripping, and garbage collection sweeps.
Adapting input bindings, UI layouts, saving systems, and compliance guidelines for PlayStation, Xbox, and Switch.
Integrated tools, version controls, shader editors, and cloud services utilized in production.
How I take a game concept from high-level documents to a global live-ops system.
Game mechanics planning, layout definition, systems architecture, and technical document drafting (GDD/TDD).
Rapid gameplay loop validation, controller physics tuning, grey-box levels testing, and network syncing tests.
Production scripting, custom systems integration, graphics authored in URP/HDRP, and dependency architectures.
Rigorous profiling on hardware, regression tests, unit-testing networking lobbies, and bug fixes.
Asset bundling, final compilation pipeline scripts, compliance checks, and publishing to Steam, Mobile, or Consoles.
Integrating post-launch analytics, player stats management, updating assets via Addressables, and patch updates.

Interested in high performance systems, responsive gameplay mechanics, or low-latency multiplayer setups? Let's connect and discuss your team's objectives.