Independent game & contract developer with end-to-end ownership of engine systems, tooling, and delivery across Unity, Godot, and Defold. Focused on performant graphics/VFX, custom physics and gameplay architecture, and reliable cross-platform implementations. Brings strong software engineering fundamentals (SOLID, design patterns, modular refactoring) plus DevOps/CI/CD awareness. Experienced integrating backend services, LLM/multi-agent automation, and shipping UI/pipeline optimizations for mobile and multi-platform ecosystems.

Alexander Williams

Independent game & contract developer with end-to-end ownership of engine systems, tooling, and delivery across Unity, Godot, and Defold. Focused on performant graphics/VFX, custom physics and gameplay architecture, and reliable cross-platform implementations. Brings strong software engineering fundamentals (SOLID, design patterns, modular refactoring) plus DevOps/CI/CD awareness. Experienced integrating backend services, LLM/multi-agent automation, and shipping UI/pipeline optimizations for mobile and multi-platform ecosystems.

Available to hire

Independent game & contract developer with end-to-end ownership of engine systems, tooling, and delivery across Unity, Godot, and Defold. Focused on performant graphics/VFX, custom physics and gameplay architecture, and reliable cross-platform implementations.

Brings strong software engineering fundamentals (SOLID, design patterns, modular refactoring) plus DevOps/CI/CD awareness. Experienced integrating backend services, LLM/multi-agent automation, and shipping UI/pipeline optimizations for mobile and multi-platform ecosystems.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
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Language

Javanese
Intermediate

Work Experience

Game Developer & Contract Developer
June 1, 2024 - Present
Engineered and architected core application/system frameworks with full ownership across state management and asset integration pipelines. Built and optimized custom Unity Shader Graph materials and VFX for personal projects while meeting strict mobile performance constraints. Delivered client-specific software components across Godot, Unity, and Defold by scoping technical requirements and aligning with deadline-driven milestones. Designed a proprietary raycast-based collision detection and character controller system from scratch using 3D vector math and linear algebra to compute deterministic movement dynamics and surface projections.
Senior Unity Developer at Terra-Zero (Intraverse)
September 1, 2023 - September 1, 2025
Refactored large codebases into framework-agnostic modular components using robust design patterns to improve maintainability and runtime optimization. Architected integrations with LLM APIs and multi-agent orchestration frameworks for automated workflows and dynamic system configuration. Owned end-to-end lifecycle of critical features across a multi-platform ecosystem, managing milestones and sprints using Asana and coordinating within Agile teams. Spearheaded RESTful API integrations and troubleshooting for backend endpoints to ensure reliable synchronization at high traffic. Optimized mobile UI and render performance using URP, Addressables, and Unity UI/UGUI + TextMeshPro to reduce draw calls and memory footprint. Monitored DevOps pipelines, used logs to debug environment issues, and engineered automated fixes to improve deployment reliability.
Software Engineer at Ready Games Inc.
August 1, 2021 - July 1, 2023
Contributed to an extensible SDK architecture in an Agile squad, working directly with external clients to integrate tools, debug complex features, and streamline deployment. Built continuous data streams backed by Firebase and implemented modular unit testing to stabilize changes before release. Partnered with QA to isolate, reproduce, and patch production bugs on live high-traffic servers.
Game Developer at Ganz Studio
December 1, 2020 - August 1, 2021
Solo-developed standalone application modules and structural engines following precise specifications. Supported backend engineering for a highly concurrent MMO ecosystem, collaborating with a distributed team to design and deploy high-volume network systems.
Software Engineer at Gogii Games
October 1, 2018 - November 1, 2020
Programmed and maintained concurrently running codebases for PC, mobile, and console targets using Unity and C++, using deep profiling and domain reloading techniques to maximize runtime performance. Co-designed core runtime loops and data structures using vector/matrix fundamentals and developed custom Unity Editor extensions and internal pipeline tools to accelerate team workflow iteration. Collaborated with product teams to implement remote configuration systems and execute A/B testing experiments, leveraging data-driven insights to refine gameplay balancing and optimize mobile retention.

Education

Bachelor of Computer Science at Dalhousie University
January 1, 2014 - January 1, 2018

Qualifications

Industry Experience

Gaming, Software & Internet, Computers & Electronics, Media & Entertainment