Commercial work created within professional game development teams.
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Team of
50+
Puzzle Panic
Embedded Senior Unity Engineer · Limit Break Studio International
Soft Launched iOS · Android
Architected puzzle-piece systems and boss encounter frameworks to support late-game content beyond 750+ live levels, resolving critical gameplay bugs and adding test coverage within an established live-service codebase.
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Extended an undocumented legacy boss framework with clearer designer-facing configuration.
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Refactored core puzzle-piece architecture to improve long-term maintainability on a live-service title.
Senior Gameplay & Systems Engineer · 株式会社 Skeleton Crew Studio
Released PC · Steam Deck Verified · Nintendo Switch
Extended Forestrike's gameplay architecture and designer tooling mid-development, unifying encounter systems, run tracking, and narrative workflows into a scalable pipeline that shipped stable on PC, Steam Deck, and Nintendo Switch.
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Architected the end-to-end Run Results system, unifying gameplay statistics and progression into a scalable, designer-configurable pipeline.
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Diagnosed two distinct memory leaks blocking Nintendo Switch stability — one in our replay system, one in Unity itself — unblocking release.
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Engineered modular Map and Region systems, enabling designers to author themes, animations, and transitions through reusable workflows.
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Architected reusable gameplay frameworks for Spawn, Character Introduction, and state coordination across encounters and cutscenes.
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Designed designer-facing tooling for text effects, narrative extensions, and technique operations to accelerate content iteration.
Architected scalable gameplay frameworks, designer tooling, and cross-disciplinary production workflows for a mobile roguelite, enabling rapid content iteration while supporting the project's progression from prototype to soft launch.
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Architected a modular Hunter-Vehicle Synergy framework that unified character and vehicle progression through a shared data layer, enabling designers to rapidly prototype new build combinations without engineering support
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Designed modular gameplay architecture spanning combat, progression, and economy systems, allowing interconnected gameplay mechanics to scale without increasing implementation complexity
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Engineered a context-aware cinematic camera system that dynamically adapted to road layouts, vehicle state, enemy composition, and pursuit intensity to enhance gameplay presentation
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Established production workflows, asset conventions, and animation pipelines that improved collaboration between engineering and art while reducing iteration time
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Led shader and particle effect development to address the absence of a dedicated VFX artist, delivering optimized visuals that met mobile performance targets
UnityC#
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Team of
12
Food Truck Fury
Technical Developer · Blue Owl | Secret 6 Inc
Released iOS · Android
Extended core gameplay systems and optimized mobile performance for a live-ops idle tapper, joining pre-launch to solidify mission systems and resolve platform-specific memory constraints through to release.
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Developed a 2D driving minigame that mirrored the 3D world's vehicle movement behaviors, keeping player-facing physics consistent across both representations
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Built custom building shaders for fog-of-war and faction-capture visual states, iterating directly with Other Ocean Interactive's producer through R&D and rapid prototyping
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Diagnosed and resolved mobile texture memory issues through profiler analysis, improving runtime performance on a build additionally constrained by a power-intensive telematics integration
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Extended the Mission and Quest systems and tuned exposed gameplay parameters to tightly integrate with core systems and improve FTUE retention
UnityC#
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Team of
12
BMO's Game Lab
Gameplay Engineering Lead · The Studio of Secret 6
Released Web
Architected a modular puzzle creation framework combining reusable gameplay systems, creator tooling, and production workflows that enabled designers and players to independently build, validate, and share content while supporting more than 100 configurable puzzle pieces without architectural changes.
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Architected a modular puzzle framework enabling 100+ configurable puzzle pieces without engine modifications.
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Engineered an in-game editor that let designers and players build and iterate on levels in real time.
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Established a publish-time validation workflow ensuring creators verified levels before community sharing.
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Standardized asset integration through sprite, animation, and texture packing conventions that reduced graphical issues across the team.
PhaserJSJavascriptTypescript
💡 Independent
Independent software, product, and technical projects demonstrating end-to-end ownership from concept to delivery.
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Team of
1
Holo Dance Studio
Developer
Released PC · Android
Independently designed, developed, and shipped a cross-platform AR application, balancing engineering scope, product design, localization strategy, and release planning within an aggressive development timeline. Delivered a complete end-to-end product spanning gameplay systems, persistence, publishing, and marketing.
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Architected and shipped the complete product independently from concept to release
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Implemented a cross-platform save system supporting import and export between Windows and Android
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Expanded the project into an AR experience using ARCore
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Designed a language-light UI supporting English and Japanese audiences
Independently led the development of a physical product from concept through manufacturing, applying product planning, user research, cross-disciplinary collaboration, and production management to deliver a polished final product.
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Directed the complete product lifecycle from concept through manufacturing
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Researched user ergonomics to optimize artwork visibility and keyboard placement
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Defined production requirements before artwork creation to reduce iteration during development
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Planned artwork composition and print layout to support physical manufacturing
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Coordinated artwork production, feedback, and delivery throughout the project
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Evaluated manufacturers based on quality, communication, and budget constraints