Gameplay & systems
Mechanics, combat, enemy AI, progression. Clean State / Strategy / ECS patterns. Predictable code.
- MonoBehaviour core
- Custom Physics 2D/3D
- Animator + DOTween
Middle Unity developer with 4+ years building immersive 2D/3D games, networked systems, and editor tools. From architecture to polish — without the noise.
Build games that respect the player's time.
I build games with an emphasis on clean architecture and tangible gameplay — no unnecessary abstractions, respectful of the player's time.
Day-to-day toolbox — what I ship with and what I tune.
Four areas where I can own a feature end-to-end, from idea to release.
Mechanics, combat, enemy AI, progression. Clean State / Strategy / ECS patterns. Predictable code.
Client-server architectures, Steam integration, Master Server Toolkit, WebGL rooms.
Custom inspectors, EditorWindow tools. Built a Unity Database Manager for MySQL/SQLite.
Shader Graph, transitions, juice — the layer that makes a game feel alive.
Four jobs, five studios, ten games. The tree below grows top → down — newest role first.
A few projects I grew up on — from AAA pipelines to solo releases.

Frontend dev on a client-server architecture. New tutorial, overlay windows, custom race game mode with friends.

Owned Chapter 3 (Swamp): new enemies, bosses, evolving weapons. Helped redesign core mechanics.

Party quiz built for studios. Steam integration, media-pack editor, Mirror-based multiplayer.

Boosted immersion: transitions, effects, statuses — increasing per-session retention.

Content implementer on a visual novel — scripts, camera movement, character focus, Addressables.

A tool to manage MySQL/SQLite databases right inside Unity Editor — with native Unity types.

A hybrid of 2048 and slither.io: slither, merge same elements. WebGL with Telegram-launched rooms.

An R&D project exploring AI integration in interactive media. Pipeline, prompts, UX.

AI-driven nutrition planning. Implemented core flows and AI integration.
Freelance · 2024
A small pet project where I tested mechanics and visual ideas end-to-end.
Personal · 2024Four steps from first call to release. No surprises on deadlines.
I dig into the game/feature: genre, target platform, tech constraints. Leave with an estimate in hours.
I lay down patterns: State, Strategy, ECS, DI. Document the data flow. Easy to build features after.
Iterative: feature → playtest → fix. Regular builds, clean git changelog.
Game feel, shaders, optimization, profiling. Build release, SDKs, monetization, analytics.
Open for part-time middle roles, contracts, AI-game R&D. I reply within a day.