Kaito Jhon
I’m a dynamic game developer with 5 years of experience leveraging C# and Unity to craft engaging gameplay and satisfy players across mobile and PC.
About
I’m a dynamic game developer with 5 years of experience leveraging C# and Unity to craft engaging gameplay and satisfy players across mobile and PC. I’ve engineered core systems in Unreal Engine 5, built modular frameworks, and optimized rendering and networking to support large, persistent worlds. I thrive in cross-functional teams and love turning design ideas into polished, scalable features.
I’m excited to join Focus Entertainment as a Lead Unity & Console Developer to push groundbreaking development through robust engine tooling, cross-functional collaboration, and scalable architectures.
- 9 years' experience
- Joined January 2026
Industry experience
- Gaming
- Software & Internet
- Media & Entertainment
- Professional Services
- Other
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Work experience· 8 roles
Managed advanced networking integration in C++, enabling seamless multiplayer experiences and ensuring server stability for large-scale events involving thousands of simultaneous users, resulting in increased player session lengths and higher retention.
Engineered core gameplay systems using Unreal Engine 5, integrating player-driven mechanics and persistent world features to support thousands of concurrent users in a shared sandbox. Implemented advanced networking for smooth large-scale multiplayer and scalable server performance. Optimized rendering workflows to reduce scene load times by 35% across a persistent MMO with 10,000+ simultaneous players. Devised a modular Blueprint-based crafting framework enabling dynamic resource processing, recipes, and a flexible player-driven economy. Refined AI behavior trees and pathfinding in C++ to enrich NPC interactions in a player-shaped world.
Led development of core gameplay systems in Unreal Engine 5 for Pax Dei, enabling player-driven mechanics and persistent world features to support thousands of concurrent users in a shared sandbox. Implemented advanced networking for large-scale multiplayer, optimized rendering and asset loading to reduce scene load times, designed a modular crafting framework using Blueprint for resource processing and economy features, and refined AI behavior trees and pathfinding in C++ for adaptive NPC reactions.
Education
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