Geo Gianni Games
Senior Unity Engineer
About Me
Gianni Rivero
My name is Gianni Rivero,
I am a Senior Unity Engineer.
I specialize in Performance Optimization, Systems Architecture, and Multiplayer.

I've worked across full production pipelines, building core infrastructure with Photon's Quantum 3 deterministic multiplayer engine, leading cross-disciplinary teams, and delivering large-scale player-facing systems from quests and NPC behaviors to world and gameplay frameworks.

More recently, my work has focused on stabilizing and scaling complex Unity projects-reworking legacy systems, improving performance, and solving architectural bottlenecks at production scale.

My contributions have supported successful partnerships and secured projects multi-million dollar investment.

  • Age26
  • LocationColorado, USA
  • Freelance Status:Available
My Services
Senior Unity3D Developer

Developing memorable and unique mobile android, ios and video games.

Video Game Consulting

Modern and mobile-ready website that will help you reach all of your marketing.

Clients
Testimonials
Skills
Performance Optimization
  • Unity Performance Optimization
  • Unity Profiler / Profile Analyzer
  • Burst Compiler & Job System
  • IL2CPP / AOT
  • Memory Profiling & GC Tuning
  • Frame Budget Analysis
  • Addressables / Asset Bundles
  • Open World Streaming
  • LOD Systems
  • Rendering Optimization
Systems Architecture
  • ScriptableObject Architecture
  • Event-Driven Architecture
  • Custom Editor Tooling
  • Modular Package Design
  • Save System / Serialization
  • Data-Driven Systems
  • ECS Architectures
  • Tooling & Pipeline Development
  • Gameplay Systems
Multiplayer Systems
  • Deterministic Networking
  • Rollback Netcode
  • Client-Side Prediction & Reconciliation
  • Lag Compensation
  • Snapshot Interpolation
  • Authoritative Server Design
Tools & Workflow
Technical Stack
  • Unity3D
  • C#
  • HLSL
  • Photon Quantum
  • AI-Assisted Tooling
  • Agentic Development Assistance
  • Collaborative Documentation
  • Milestone-Based Development
  • Sprint Planning
  • Technical Debt Management
  • Unit Testing
  • Dependency Injection
  • Code Review Process
  • Architectural Design Patterns
  • Git Version Control
  • Performance Profiling
  • Notion
  • CI/CD Automation
Experience
Hood Tales: Morocco
2025 - 2026
Senior Unity Engineer (Performance & Systems)
Hood Tales: Morocco
Silver Diamond Softwares [Contract]
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.
BeraTone
2023 - 2025
Senior Unity Developer
BeraTone
BeraTone
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.
Fire & Maneuver
2021 - 2023
Senior Developer
Fire & Maneuver
Armchair Historian Interactive
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
Saturday Night Live
April 2022
Unity Developer / VFX Artist
Saturday Night Live
NBCUniversal
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
The Final Bastion
2022 - 2023
Lead Developer
The Final Bastion
GeoGianni Games
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
Unreleased Title
2023 - 2024
Lead Developer
Unreleased Title
Freelance Client [Contract]
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
PlateChasr
2019 - 2020
Lead Backend Engineer
PlateChasr
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
Quote
The pinnacle of game design craft is combining perfect mechanics and compelling fiction into one seamless system of meaning.
Tynan Sylvester
Tynan Sylvester
Game Developer
Rimworld
Contact & Inquiries
Get in Touch
  • Email GeoGianniSoftware@gmail.com
  • Phone +1 (786) 720-9767
  • Freelance Status Available
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