I am a Gameplay Systems Engineer with 7+ years of experience building modular gameplay architectures and performance-critical systems in Unity using C#. I design state-driven and event-based systems, apply dependency injection, and refactor legacy code to keep core gameplay scalable and maintainable across rapid release cycles.
I enjoy collaborating with designers, mathematicians, engineers, and artists to translate gameplay concepts into robust technical solutions that run efficiently on VR, AR, and traditional platforms. I’m motivated by strong pipelines, measurable performance gains, and enabling teams to iterate quickly from concepts to shipped features.
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