I am a Unity Game Developer with 10 years of experience building polished Unity games for mobile, web, and desktop across Indonesia. I’ve led cross-functional remote teams, shipped prototypes into alpha, and focused on gameplay systems, optimization, and tooling to accelerate production. I thrive on mentoring designers and engineers, creating designer-friendly tools, and delivering high-performance experiences. Notable projects include Meow Quest and WonderChamps, and I enjoy turning ideas into robust, scalable game systems that run smoothly on a range of devices.

Nauval Alinsight

I am a Unity Game Developer with 10 years of experience building polished Unity games for mobile, web, and desktop across Indonesia. I’ve led cross-functional remote teams, shipped prototypes into alpha, and focused on gameplay systems, optimization, and tooling to accelerate production. I thrive on mentoring designers and engineers, creating designer-friendly tools, and delivering high-performance experiences. Notable projects include Meow Quest and WonderChamps, and I enjoy turning ideas into robust, scalable game systems that run smoothly on a range of devices.

Available to hire

I am a Unity Game Developer with 10 years of experience building polished Unity games for mobile, web, and desktop across Indonesia. I’ve led cross-functional remote teams, shipped prototypes into alpha, and focused on gameplay systems, optimization, and tooling to accelerate production.

I thrive on mentoring designers and engineers, creating designer-friendly tools, and delivering high-performance experiences. Notable projects include Meow Quest and WonderChamps, and I enjoy turning ideas into robust, scalable game systems that run smoothly on a range of devices.

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Experience Level

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

English
Advanced
Indonesian
Fluent

Work Experience

Unity Developer at Not Boring Company
March 1, 2024 - April 30, 2026
Led development of Meow Quest – a mobile idle roguelike adventure. Managed an 8-person cross-functional remote team; delivered an alpha-polished build featuring auto-battle, narration, minigames, dialogue, and entity progression systems. Won Hack The Fun competition initiative and secured a publishing deal. Architected a robust event-driven auto‑combat system with multi-phase ability triggers and interruptions. Built a flexible ability system attachable to multiple components for rapid iteration. Implemented designer-friendly dialogue and entity stat tooling, improving narration and stat progression workflows by ~50%. Conducted texture optimizations to reduce Android/iOS build size by ~70% and cut scene memory usage ~80% using Addressables, maintaining ~60 FPS on iPhone SE 2020.
Senior Unity Developer at Mata Panda Games
November 1, 2016 - March 31, 2024
Led a 4-person remote team, owning 20+ features including a Turn-Based physics trajectory system, realtime multiplayer, and backend integrations, contributing to above-target retention metrics. Helped secure a 250M+ IDR publishing deal after strong retention performance. Implemented synced multiplayer bounce and trajectory simulation to reduce stutter and preserve movement accuracy. Reduced Android APK size by ~60% with no noticeable quality loss, maintaining 60 FPS on low-end devices.
Unity Developer at MintSphere
January 1, 2020 - December 31, 2023
Built Unity games from scratch using 3rd party asset frameworks, customizing systems for project-specific gameplay, UI, and platform needs. Developed a cloud-based dialogue importer integrated with Unity Timeline, aiding writers, animators, and cutscene creators. Delivered visual novels and pixel-art games with a focus on narrative flow and production-friendly tooling. Mentored a mid-level developer on Redis, Devvit SDK integration, Unity WebGL bridging, and third-party web SDK communication.
AI-Powered Experimental Puzzle Game Development Project at Mata Panda Games
May 1, 2026 - Present
Cro ztic – accelerated end-to-end development of a WebGL acrostic game with an agentic AI pipeline that sequentially generates difficulty specs, word pools, and trivia. Built a multi-stage AI pipeline using local models (e.g., Gemma 4B) and an AI-scripted Python assembler that outputs 50–100 validated JSON puzzles in roughly 30 seconds. Created full-stack internal R&D tools including a companion webapp and in-game admin mode connected via API, enabling daily content deployment without touching the Unity editor. Optimized data architecture for rapid loading, organizing a database of over 3,000 AI-generated puzzles into a highly efficient 3MB JSON payload, achieving near-zero latency on delivery.
Senior Unity Developer at Mira Mimpi
November 1, 2016 - March 1, 2024
Led a 4-person cross-functional remote team, owning 20+ features including a turn-based physics trajectory system, real-time multiplayer, and backend integrations; steered the project through alpha and beta phases with above-target retention metrics. Helped land a 250M+ IDR publishing deal after achieving strong D1, D3, D30 retention. Implemented an event-driven auto-battle engine with multi-phase ability triggers and interruption. Built a flexible ability system attachable to almost any component, enabling rapid iteration across game elements in collaboration with other Unity developers. Created designer-friendly dialogue and entity stat tools, improving narration and stat progression speed by roughly 50%. Texture optimizations reduced Android APK size by ~60% and cut scene memory usage by ~80% using Addressables, maintaining 60 FPS on low-end devices.
Unity Developer at Mata Panda Games
May 1, 2026 - Present
Accelerated end-to-end development using agentic AI, single-handedly shipping a fully playable, polished WebGL acrostic game complete with UI/UX tweening and responsive feedback in under a week. Architected a multi-stage AI pipeline utilizing local models (like Gemma 4B) to generate difficulty specs, word pools, and trivia, concluding with an AI-scripted Python assembler that outputs 50–100 validated JSON puzzles in roughly 30 seconds. Built full-stack internal R&D tools, creating a companion web app and in-game admin mode connected via API, which eliminated design-to-engine bottlenecks and allowed daily content audits without touching the Unity editor. Optimized data architecture for rapid loading, structuring a database of over 3,000 AI-generated puzzles into a highly efficient 3 MB JSON payload, achieving near-zero latency without the overhead of heavy asset management frameworks.

Education

B.S. in Computer Science, Information Technology at Bina Nusantara University
January 11, 2030 - January 1, 2016
Bachelor of Science in Computer Science, Information Technology at Binus University (Bina Nusantara University)
January 1, 2012 - January 1, 2016

Qualifications

Unity Certified Associate Programmer
January 11, 2030 - June 10, 2026
Developing Apps with Kotlin
January 11, 2030 - June 10, 2026
Become Expert Game Developer – Dicoding
January 11, 2030 - June 10, 2026
Unity Certified Associate Programmer
January 11, 2030 - June 10, 2026
Become Expert Game Developer – Dicoding
January 11, 2030 - June 10, 2026

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Professional Services, Other

Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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