I’m a results-driven game programmer with 4+ years of experience building and optimizing real-time gameplay in Unity (C#) and Unreal Engine (C++/Blueprint). I enjoy designing systems that are easy to maintain, integrating audio and runtime features, and improving performance through profiling and draw-call optimization—so projects stay stable and ship on schedule.
I’ve worked across multiple platforms and have contributed to titles that reached 10k+ downloads, including leading a small team to success. Alongside core gameplay engineering, I’m actively expanding into VFX Graph and Shader Graph workflows to better connect visual art and code, and I also care about clear communication and building reusable tools that help teams move faster.
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