I'm a Unity game developer with over 5 years of professional experience building engaging gameplay systems, optimizing performance for constrained platforms, and delivering projects efficiently. I specialize in state machine architecture, data-driven design, and backend integration, with a track record of shipping games on time while maintaining high technical standards. What sets me apart is my ability to balance speed with quality. I've delivered complex projects in significantly shorter timeframes than industry averages while mentoring junior engineers and maintaining clean, scalable code. I have deep experience optimizing for low-end hardware, building LiveOps systems, and architecting solutions that enable teams to iterate quickly without technical debt. I'm equally comfortable implementing gameplay features, extending frameworks, or solving performance bottlenecks. I communicate technical concepts clearly to non-technical stakeholders and thrive in collaborative environments where I can contribute to both implementation and architectural decisions. Currently, I'm completing a book on game design structure framework, which reflects my commitment to systematic thinking about how games work.

Jaime Tous

I'm a Unity game developer with over 5 years of professional experience building engaging gameplay systems, optimizing performance for constrained platforms, and delivering projects efficiently. I specialize in state machine architecture, data-driven design, and backend integration, with a track record of shipping games on time while maintaining high technical standards. What sets me apart is my ability to balance speed with quality. I've delivered complex projects in significantly shorter timeframes than industry averages while mentoring junior engineers and maintaining clean, scalable code. I have deep experience optimizing for low-end hardware, building LiveOps systems, and architecting solutions that enable teams to iterate quickly without technical debt. I'm equally comfortable implementing gameplay features, extending frameworks, or solving performance bottlenecks. I communicate technical concepts clearly to non-technical stakeholders and thrive in collaborative environments where I can contribute to both implementation and architectural decisions. Currently, I'm completing a book on game design structure framework, which reflects my commitment to systematic thinking about how games work.

Available to hire

I’m a Unity game developer with over 5 years of professional experience building engaging gameplay systems, optimizing performance for constrained platforms, and delivering projects efficiently. I specialize in state machine architecture, data-driven design, and backend integration, with a track record of shipping games on time while maintaining high technical standards.

What sets me apart is my ability to balance speed with quality. I’ve delivered complex projects in significantly shorter timeframes than industry averages while mentoring junior engineers and maintaining clean, scalable code. I have deep experience optimizing for low-end hardware, building LiveOps systems, and architecting solutions that enable teams to iterate quickly without technical debt.

I’m equally comfortable implementing gameplay features, extending frameworks, or solving performance bottlenecks. I communicate technical concepts clearly to non-technical stakeholders and thrive in collaborative environments where I can contribute to both implementation and architectural decisions. Currently, I’m completing a book on game design structure framework, which reflects my commitment to systematic thinking about how games work.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate

Language

English
Fluent

Work Experience

Game Engineer at Ainsworth Game Technology
February 1, 2025 - May 1, 2025
Sole engineer on Enforcer Reloaded; delivered in 9 months. First title to hit the company's 6-9 month target against a studio average of 15+ months. Gained 5 FPS on integrated graphics hardware in Atomic Gold via object pooling, texture atlasing, and sprite cropping to reduce overdraw. Built bonus feature state machines covering normal play, interruption handling, and power failure recovery to meet regulatory certification requirements. Extended GDK framework with custom feature modules and UI presentation systems to meet game-specific requirements outside standard library scope.
Senior Unity Developer / Tech Lead at Equinox Games
July 1, 2023 - October 1, 2024
Designed and implemented network-synced third-person character controller using Fish-Net and state-driven Cinemachine cameras. Deployed a matchmaking microservice through EdgeGap with custom pairing rules for optimized player matching. Built data-driven weapon, item, and match rule systems using Scriptable Objects and database configs. Delivered full front-end and back-end architecture documentation to the client. Mentored junior engineers on software design patterns. Bethesda IP Mobile Title: Cut input latency by implementing fire-forget system, eliminating redundant server round-trips per player action. Converted large server codebase to async/await, improving performance, scalability, and maintainability. Refactored guild system data structures to reduce database access overhead and storage costs. Built a scalable leaderboard with optimized database storage and ranked retrieval.
Programmer at Big Red Button Entertainment
November 1, 2021 - July 1, 2023
Reduced CSV dataset from 30 k+ rows to ~1 k via data curve normalization, cutting long-term database costs. Ported 30+ UI/UX Lua scripts to Unity C#, standardizing the codebase per client requirements. Documented 100+ undocumented CSV-based data structures, mapping purpose and inter-system dependencies. Built a Unity Editor tool for creating and editing data curves, streamlining the data management pipeline. Mapped and validated client/server communication architecture with the server engineering lead. Upgraded project from Unity 2017 to 2023, resolving all compatibility issues.
Mobile Client Engineer at PLAYSTUDIOS
March 1, 2020 - October 1, 2021
Cut event creation time 30% by designing Unity Editor tools that improved the tech art pipeline. Shipped a new choice event type that improved DAU and ARPDAU with positive player reception. Refactored LiveEvent server call stack from coroutines to async/await, improving maintainability and readability. Built leaderboard system in collaboration with the server team.

Education

M.S. Interactive Entertainment at University of Central Florida
August 1, 2018 - December 1, 2019
Ranked #1 by Princeton Review

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming