Stabilized frame rate to 60fps on target hardware2000+ line scripts → modular HFSM4x world density, 50% fewer draw callsCity-scale LOD & streaming pipeline
Open-World Chunk Streaming Editor — Custom editor tool for authoring, previewing, and debugging city-scale LOD and streaming boundaries in-editor
- Brought in to stabilize and optimize a complex Unity production, resolving systemic performance, scalability, and architectural issues.
- Re-architected core systems using dependency injection and event-driven patterns, eliminating thousands of direct object dependencies.
- Replaced monolithic mission scripts (2000+ lines each) with a data-driven HFSM system, enabling scalable and maintainable gameplay logic.
- Developed open-world chunk streaming and city-scale LOD systems (impostors, instancing, prebaked data), significantly increasing world density while reducing runtime cost.
- Implemented instanced rendering, prebaked collision, and navigation pipelines to stabilize large-scale environments and reduce runtime overhead.
- Built core infrastructure (spawn scheduling, centralized save/blackboard systems, tooling), and led development across a distributed, multi-national team.
Helped secure $2M seed investment70+ quests, 50+ NPCs shippedQuantum 3 multiplayer from zero6 full environments, end-to-end
Level Design Workflow Suite — Automated layout, prop placement, and validation tools that cut environment authoring time by 40%
- Built core multiplayer infrastructure using Photon’s Quantum 3 deterministic engine (ECS architecture).
- Coordinated with Art, Sound, Animation, and Level Design teams; supported leadership on gameplay and MMORPG systems.
- Produced and co-directed game trailer that helped secure $2M in seed investment.
- Designed and implemented player-facing systems including 70+ quests, crafting/recipes, reputation & dialogue for 50+ NPCs, cosmetics, housing & decoration, and one-time drops.
- Created level design tools, workflow automation, prototype UIs, and asset organization systems that improved development efficiency.
- Guided level designers through concept, gameplay, and content passes for multiple environments across 6 levels.
- Authored and maintained in-house notion, GDDs, TDDs, and feature specifications.
- Scoped and delivered multiple partner/corporate collaborations, including Web3 integrations.
12+ shipped gameplay systemsStrategic battle AI from scratchCustom shader pipeline (water, env)Steam Early Access launch
Game Level Creator — Visual editor for designing, balancing, and playtesting strategy maps without code changes
- Game Battle AI
- Unit, Perk, Weapon & Nation Database
- Game Level Creator
- Water & other Environmental Shaders
- Time, Season & Weather System
- Progression System
- Tutorial, Scenario & Task System
- Objective Capture Gamemode
- Environmental Tiles and Effects
- Cover and Destructible Building System
- Unit Battle UI Mechanics & Interactions
- Game Victory Conditions & Effects
Concept to final render, solo deliveryLive broadcast deadline — zero margin
Rapid Asset Pipeline — Streamlined modeling-to-render workflow enabling 11th-hour asset delivery for live production
- Worked with leadership to independently bring a scene from concept to final render
- Advised management on improved revision work flow for greater vision accuracy
- Created multiple 11th hour assets, including modeling, texturing, and finalizing to render
Full game shipped to Early AccessPhoton multiplayer — PvP & PvESolo technical & business leadership
Tower Defense Balancing Dashboard — Data-driven tuning interface for real-time balance iteration across PvP and PvE modes
- Game AI
- Game Databases
- Level Design & Creation
- Photon Network & Steam Integration
- PvP & PvE Gamemodes
- Achievements
- Time of Day System
- In-game Currency & Progression
- Tower Design
- Game Balancing
- Team Management
- Financial Management
- Beta & Early Access Release
Procedural world generation systemFull systems architecture ownership
Dynamic World Grid Editor — Visual tool for configuring procedural generation rules, faction territories, and world grid parameters
- Assist in project design & direction
- Game Databases
- Weapon System
- Game AI
- Building System
- Dynamic World Grid
- Procedural World Generation
- Faction System
iOS App Store launchFull backend architecture (Java, Firebase)
Crowd Testing Dashboard — Admin interface for managing beta testers, tracking bug reports, and monitoring app stability metrics
- Developed and Operated an application backend software and database using JAVA, JSON and Firebase
- Launched and Maintained Apple IOS release
- Aligned Administrative & Corporate decisions with technical needs
- Directed communication between Administration and technical staff
- Oversaw application crowd testing