I am a Unity Developer with one year of hands-on experience in game and VR development, specializing in creating interactive, optimized, and scalable gameplay systems. At InfiVR, I worked on developing immersive VR applications, improving performance by 4× through advanced optimization techniques and realistic physics implementations such as rope simulations using Obi Rope. At Outscal, I contributed to full-stack game development, strengthening my understanding of design patterns, system architecture, and gameplay programming using Unity, C#, and C++.
Alongside professional experience, I’ve developed several independent projects, including Redline Rush, a 3D car driving game emphasizing speed and control, built with MVC and Service Locator patterns for modularity; Escape, a 2D stealth game with AI-driven guard patrols and progressive difficulty; Treasure Hunter, a reward-based collection game using a State Machine to manage chest behavior; and Hidden Twins, a 2D memory-based card game featuring difficulty levels, timers, and scoring, designed for both PC and Android platforms. Across all these projects, I’ve applied SOLID principles and multiple design patterns—such as MVC, Command, Observer, and State Machine—to build clean, efficient, and maintainable game systems.
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