I am a Unity C# Gameplay Engineer and Technical Artist specializing in responsive 3D/2.5D combat systems, custom URP shaders, PlayFab backends, and extreme mobile optimization (sustaining 60 to 200+ FPS on low-end Android/iOS hardware). I don’t just write isolated scripts—I build complete, production-ready game systems and bridge the gap between Blender and Unity so your project looks great and runs smoothly on any device. Core Expertise: • Gameplay & Combat AI: Modular Finite State Machines (FSM), multi-phase boss behaviors, projectile tracking, object pooling, and save/load serialization. • Extreme Mobile Optimization: CPU/GPU profiling, custom Blender light-baking to Unlit Unity pipelines, SRP Batcher configuration, draw-call reduction, and zero-allocation C# physics. • 3D Technical Art & VFX: Custom Blender modeling, humanoid/custom rigging, IK, root-motion animations, URP Shader Graph, and stylized particle VFX. • Backend & Multiplayer: Microsoft PlayFab integration (authentication, cloud-save data, synced inventories), REST APIs, and server-authoritative multiplayer logic with cheat detection. Selected Experience & Projects: • Slimed (Commercial Mobile Contract): Integrated Microsoft PlayFab for player authentication, remote server logic, and a scalable cloud-synced collectible inventory with clean, documented C# for team handoff. • Fading Light (3D Mobile Souls-like RPG): Engineered a custom Blender-to-Unity unlit pipeline and spatial chunking system to achieve 200+ FPS on budget Android phones, paired with a multi-phase FSM boss combat framework. • The Lantern (2.5D Action-Platformer Slice): Modeled and animated 40+ character actions in Blender and engineered URP volumetric lighting, custom shaders, and responsive melee/ranged combat in a 4-week cycle. • Arena Dual (Multiplayer PvP Arena): Designed authoritative custom-server architecture featuring server-side state validation, automated cheat bans, and data-driven combat classes. My Approach: Whether you need me to jump into an existing codebase to fix performance bottlenecks, build a playable prototype for a first milestone, or integrate custom 3D assets and VFX, I deliver clean, modular, and well-documented C#. Send me a message with your project details or GDD, and let’s discuss your first milestone!
Developed "Cards & Entities: Tabletop Battles," a 3D tabletop card strategy game in Unity. Programmed complete game logic in C#, including a modular card system (Entities, Mines, Shield/Combat) and an adaptive AI opponent. Designed and built dynamic game UI using Unity’s UI Toolkit, with custom…
I developed a dark fantasy RPG using Unity, featuring real-time combat, a magic system, an inventory with equip able weapons and armor, NPC quests, and an engaging story. The game includes a save system, 2 Boss Fights with Second Phase, enemy AI, a leveling system, Market System, and multiple…
The Lantern" is a high-polish 2.5D action-platformer developed as a comprehensive vertical slice in Unity. This project showcases my ability to execute both advanced C# gameplay programming and custom 3D character art, delivering a production-ready prototype in just four weeks.
Fighting the boss inside Fading light