UNITY DEVELOPMENT EXPERTISE
I’ve spent over 7 years working with Unity across the full game development lifecycle—from the very first prototype to final release! I take great pride in being able to build, optimize, and polish every part of a game, whether it’s systems programming, visuals effects, or tools for smoother team workflows!
WHAT I BRING TO THE TABLE
GAMEPLAY & SYSTEMS PROGRAMMING
I design and implement gameplay systems in C#, ranging from custom physics and interaction systems to AI, inventory, and state machines.
I build scalable and maintainable architectures using ScriptableObjects, custom inspectors, and event-driven systems.
I’ve worked with both solo and team-based settings, often as the technical lead, to make sure core systems are clean, extensible, and bug-resistent.
I’ve created full AI frameworks—both as behaviour trees and finite state machines, which allowed for comprehensive, maintainable systems that showcased powerful, immersive player-vs-environment designs.
ANIMATION & CHARACTER SYSTEMS
I’ve worked extensively in Mecanim, creating blend trees, animation event systems, and character controllers with both authored and procedural animation.
In VR projects, I’ve implemented inverse kinematics and gesture-driven animation to support responsive, immersive interaction. I’ve also utilized the powerful IOBT (Inside-Out Body Tracking) systems created by Meta to allow accurate upper body tracking.
RENDERING & VISUAL EFFECTS
I use Shader Graph, Shuriken Particles, and custom HLSL shaders to bring visual flair to projects—whether that means stylized effects or realistic shading.
Im comfortable working in both URP and BIRP, and I know how to balance performance and visual fidelity, even on limited hardware like the Meta Quest platform.
PERFORMANCE & OPTIMIZATION
I rely on Unity’s Profiler and Frame Debugger to track down bottlenecks and optimize both CPU and GPU usage. Using the Memory Profiler, I am able to detect runaway memory usage to allow more optimized usage of assets within active memory.
I regularly use Unity DOTS Burst Compilation and Jobs to parallelize performance-critical logic such as physics approximations, environmental calculations, and IK mathematics.
I’m proactive about reducing GC allocations and managing memory using structs, NativeCollections, and smart data flow patterns.
AR/VR & Cross-Platform Development
I’ve shipped VR titles using OpenXR, with custom hand interactions, physics-based object handling, and platform-specific performance tuning.
I’ve deployed projects on PC, Android, and standalone VR platforms, always taking care to optimize for each target.
MULTIPLAYER & NETWORKING
I’ve built and shipped multiplayer experiences using a variety of networking frameworks, each tailored to the unique needs of the project—whether it’s fast-paced PvP, co-op exploration, or large-scale session management.
I’ve used Photon PUN2 to implement immersive systems within VR with room-based architecture, custom serialize, and synced player states across devices—including standalone VR.
With Fish-Networking, I’ve worked at a lower level to create more authoritative, scalable systems, including custom replication logic and deterministic movement handling.
I’ve also integrated Epic Online Services (EOS) within Unity, combining it with UniTask for handling features like matchmaking, authentication, and cross-platform session handling, ensuring a smooth player onboarding and connectivity.
Across multiple projects, I’ve handled lag compensation, state prediction, host migration, and bandwidth optimization, always with a strong focus on minimizing perceived latency and making gameplay feel tight and responsive—even in edge cases!