Staff GamePlay Engineer with 8+ years of professional experience delivering production-ready gameplay systems for AAA, mobile, and live-service titles. Specialized in Unity gameplay engineering, with a strong focus on feature architecture, system ownership, and performance optimization in large-scale, long-lived projects. Proven track record of taking features from concept and prototyping through implementation, optimization, and live release, including combat systems, AI behaviors, interaction frameworks, and data-driven gameplay architectures. Comfortable working inside complex codebases, making pragmatic architectural decisions, and shipping under real production constraints. Highly collaborative engineer who works closely with design, art, backend, and QA, bridging technical and creative needs to deliver gameplay that is stable, scalable, and feels great to play. Values clean, maintainable code, efficient workflows, and gameplay polish that stands up in production.

Yusuke Doi

5.0 (2 reviews)

Staff GamePlay Engineer with 8+ years of professional experience delivering production-ready gameplay systems for AAA, mobile, and live-service titles. Specialized in Unity gameplay engineering, with a strong focus on feature architecture, system ownership, and performance optimization in large-scale, long-lived projects. Proven track record of taking features from concept and prototyping through implementation, optimization, and live release, including combat systems, AI behaviors, interaction frameworks, and data-driven gameplay architectures. Comfortable working inside complex codebases, making pragmatic architectural decisions, and shipping under real production constraints. Highly collaborative engineer who works closely with design, art, backend, and QA, bridging technical and creative needs to deliver gameplay that is stable, scalable, and feels great to play. Values clean, maintainable code, efficient workflows, and gameplay polish that stands up in production.

Available to hire

Staff GamePlay Engineer with 8+ years of professional experience delivering production-ready gameplay systems for AAA, mobile, and live-service titles. Specialized in Unity gameplay engineering, with a strong focus on feature architecture, system ownership, and performance optimization in large-scale, long-lived projects.

Proven track record of taking features from concept and prototyping through implementation, optimization, and live release, including combat systems, AI behaviors, interaction frameworks, and data-driven gameplay architectures. Comfortable working inside complex codebases, making pragmatic architectural decisions, and shipping under real production constraints.

Highly collaborative engineer who works closely with design, art, backend, and QA, bridging technical and creative needs to deliver gameplay that is stable, scalable, and feels great to play. Values clean, maintainable code, efficient workflows, and gameplay polish that stands up in production.

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Experience Level

Expert
Expert
Expert
Expert
Expert

Language

English
Fluent
Japanese
Advanced
French
Beginner

Work Experience

Senior Unity Gameplay Engineer at Studio Camelia
January 1, 2022 - January 1, 2025
Senior contributor on multiple commercial Unity projects targeting mobile and PC, including long-running and continuously updated products. Designed and implemented core gameplay systems, led architecture decisions, built data-driven systems, drove rapid prototyping, optimized performance, integrated assets, and owned features from concept to release. Collaborated with designers, artists, backend engineers, and QA to deliver stable, high-quality gameplay.
Senior Game Developer at Bandai Namco Studios
January 1, 2018 - January 1, 2022
Worked on large-scale AAA projects across PC, console, and mobile in a mature production environment. Developed and shipped gameplay systems using Unity and proprietary engines, prototyped mechanics with designers, optimized performance/memory, contributed to engine-level features, tools, and content pipelines, supported online features and live content, and conducted code reviews.
Software Engineer at Brave Software
January 1, 2014 - January 1, 2018
C++-focused engineer building modular desktop systems, designed maintainable architectures for performance-sensitive applications, debugged runtime issues, and participated in code reviews and refactoring to ensure clean engineering practices.
Junior Game Developer & 3D Artist at Bauhaus Entertainment
January 1, 2011 - January 1, 2014
Early-career role combining gameplay programming with 3D production. Implemented gameplay logic, UI flows, and prototypes; created and integrated 3D assets, rigs, and animations; supported asset optimization and scene performance tasks.

Education

Bachelor of Engineering in Computer Science at Hong Kong University of Science and Technology
January 1, 2007 - January 1, 2011

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Professional Services, Other
    paper Ace Combat 6

    Worked on large-scale AAA projects across PC, console, and mobile within a mature production environment.
    • Developed and shipped AAA-quality gameplay systems using in-house Game Engines
    • Worked closely with designers during early development to prototype and refine gameplay mechanics
    • Optimized gameplay logic and systems for performance, memory usage, and stability across platforms
    • Contributed to engine-level features, internal tools, and content pipelines
    • Supported online-connected features and live content where required
    • Reviewed code and assisted other engineers to maintain consistent architecture and coding standards
    This role strengthened my ability to work within large, long-lived codebases and ship features at scale.

    paper ALZARA Radiant Echoes

    • Designed and implemented core gameplay systems, including combat logic, interaction frameworks, AI behaviors, procedural features, and dynamic event systems
    • Led gameplay architecture decisions for new features, ensuring scalability, modularity, and maintainability
    • Built data-driven systems (ScriptableObjects, configuration-based logic) to support fast iteration and content updates
    • Drove rapid prototyping workflows, enabling designers to test and refine ideas efficiently
    • Optimized CPU/GPU usage, memory, frame pacing, and loading pipelines for mobile and PC builds
    • Integrated and optimized animations, rigs, shaders, and assets to meet strict performance budgets
    • Took full ownership of features from early design through implementation, debugging, optimization, and final polish
    • Collaborated closely with designers, artists, backend engineers, and QA to deliver stable, high-quality gameplay
    • Participated in architectural discussions and mentored junior developers through code reviews and technical guidance