Staff Gameplay Engineer with 7+ years of experience building commercial games across Unity, AA/AAA production, mobile, PC, and live-service environments. My strongest work is in gameplay systems, AI behavior, player interaction, tools, and performance optimization. I enjoy building systems that feel good for players, stay clean for engineers, and remain flexible enough for designers to iterate quickly. My professional background is mainly rooted in Unity and C#, with additional exposure to Unreal Engine, proprietary engines, C++, TypeScript, and content pipelines. I have worked in both smaller remote teams and larger production environments, taking features from early prototype through polish, optimization, and release. I’m especially comfortable in roles where engineering, design, and content teams need to work closely together to turn complex gameplay ideas into stable, shippable systems.

Yusuke Doi

5.0 (2 reviews)

Staff Gameplay Engineer with 7+ years of experience building commercial games across Unity, AA/AAA production, mobile, PC, and live-service environments. My strongest work is in gameplay systems, AI behavior, player interaction, tools, and performance optimization. I enjoy building systems that feel good for players, stay clean for engineers, and remain flexible enough for designers to iterate quickly. My professional background is mainly rooted in Unity and C#, with additional exposure to Unreal Engine, proprietary engines, C++, TypeScript, and content pipelines. I have worked in both smaller remote teams and larger production environments, taking features from early prototype through polish, optimization, and release. I’m especially comfortable in roles where engineering, design, and content teams need to work closely together to turn complex gameplay ideas into stable, shippable systems.

Available to hire

Staff Gameplay Engineer with 7+ years of experience building commercial games across Unity, AA/AAA production, mobile, PC, and live-service environments. My strongest work is in gameplay systems, AI behavior, player interaction, tools, and performance optimization. I enjoy building systems that feel good for players, stay clean for engineers, and remain flexible enough for designers to iterate quickly.

My professional background is mainly rooted in Unity and C#, with additional exposure to Unreal Engine, proprietary engines, C++, TypeScript, and content pipelines. I have worked in both smaller remote teams and larger production environments, taking features from early prototype through polish, optimization, and release. I’m especially comfortable in roles where engineering, design, and content teams need to work closely together to turn complex gameplay ideas into stable, shippable systems.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Language

English
Fluent
Japanese
Fluent
French
Intermediate

Work Experience

Senior Unity Gameplay Engineer at Studio Camelia
January 1, 2023 - January 1, 2026
Senior gameplay contributor on commercial Unity projects for PC and mobile, focused on gameplay systems, AI behavior, interaction logic, designer-facing workflows, and runtime performance. Implemented core gameplay systems in Unity/C#, including interaction frameworks, dynamic event systems, procedural gameplay logic, and content-driven feature modules. Built modular, data-driven tooling using ScriptableObjects, data tables, JSON configs, and editor workflows to empower designers. Led prototyping and iteration with designers, improved cross-team readability and performance, and performed refactors to safer, more maintainable code. Collaborated closely with artists and technical artists on animation integration, VFX triggers, and asset integration.
Senior Game Developer at Bandai Namco Studios
January 1, 2021 - January 1, 2023
Contributed to AAA-style gameplay, tooling, engine-facing workflows, and live-content support. Implemented gameplay features and supporting systems using C#, C++, and proprietary tools, contributing to NPC behavior, mission flow, and player-facing mechanics across large codebases. Built and improved internal tools and content pipelines to speed up designer/artist work, supported online and live-content features, and collaborated with backend/platform teams to ensure runtime stability and robust client-side integration.
Junior Game Developer & 3D Artist at Bauhaus Entertainment
January 1, 2019 - January 1, 2021
Hybrid Unity gameplay and 3D content role. Implemented gameplay logic, UI flows, scene behavior, and early prototypes in Unity/C#. Supported mobile production by integrating assets, animations, effects, and interactive content. Created and optimized 3D assets, rigs, animations, textures for mobile performance, and managed full-cycle Unity production including prefab workflows, scene setup, builds, debugging, and release support.

Education

Bachelor of Engineering in Computer Science at National University of Singapore
February 20, 2015 - September 5, 2019

Qualifications

Add your qualifications or awards here.

Industry Experience

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

    Worked in a large-scale production environment across AAA-style gameplay, tooling, engine-facing workflows, and content support. This role strengthened my experience with complex codebases, strict production standards, and cross-discipline collaboration.
    • Developed gameplay features and supporting systems using C#, C++, and proprietary engine tools, depending on project and team requirements.
    • Contributed to gameplay logic, prototype systems, NPC behavior, mission flow, and player-facing mechanics during both early development and production phases.
    • Worked in large, established codebases where stability, readable code, clear ownership, and careful integration were critical.
    • Built and improved internal tools and content pipeline features to help designers and artists work faster and reduce repetitive implementation tasks.
    • Supported online and live-content related features, including client-side integration, debugging, runtime stability, and coordination with backend or platform-side systems.
    • Took part in technical reviews and production discussions around architecture, implementation risk, performance, and feature scope.
    • Helped improve maintainability by writing encapsulated, testable gameplay code and safely extending existing systems rather than creating unnecessary rewrites.
    • Gained strong practical experience working with multidisciplinary teams across engineering, design, art, QA, and production.

    paper ALZARA Radiant Echoes

    Worked as a senior gameplay contributor on commercial Unity projects for PC and mobile, with a focus on gameplay systems, AI behavior, interaction logic, designer-facing workflows, and runtime performance.
    • Designed and implemented core gameplay systems in Unity/C#, including interaction frameworks, dynamic event systems, procedural gameplay logic, and content-driven feature modules.
    • Developed NPC and AI behavior systems using state machines, behavior-driven logic, pathfinding, and environmental interaction rules to create more responsive in-game characters.
    • Built modular gameplay code that allowed designers to tune content through ScriptableObjects, data tables, JSON configs, and editor-friendly workflows without requiring constant engineering changes.
    • Owned gameplay features from early concept to production delivery, including technical design, implementation, iteration with designers, debugging, polish, and release support.
    • Created reusable prototypes and internal sample systems to help designers test combat ideas, traversal rules, event logic, and NPC interactions faster during early development.
    • Worked closely with artists and technical artists on animation integration, VFX triggers, character setup, asset integration, and gameplay readability.
    • Improved performance across CPU, GPU, memory, loading, and runtime stability, especially for scenes with multiple characters, interactive objects, and content-heavy environments.
    • Refactored older gameplay code into cleaner, safer systems with clearer ownership, better separation between logic and presentation, and fewer hidden dependencies.
    • Participated in code reviews, task breakdowns, technical discussions, and cross-team planning to keep features realistic, maintainable, and production-ready.