I’m a Senior Game Engineer / Full-Stack Developer with over 10 years of hands-on experience, progressing from junior roles to senior and lead engineering positions, delivering high-quality interactive experiences across mobile, desktop, console, and web platforms.
My work blends high-performance client-side game engines with robust back-end systems, including multiplayer networks, real-time synchronization, and scalable cloud architectures. I thrive on performance, scalability, and player-centric design, and I enjoy mentoring teams, applying Agile and DevOps best practices, and pushing the boundaries of web-based and real-time gaming. I have deep hands-on expertise with Unity and Unreal Engine, HTML5 game development with Pixi.js and Phaser.js, and modern frontend/backend stacks (React/Next.js, Vue, Go, Node.js, and cloud/server architectures).
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- Smooth enemy spawning and wave logic
- Player combat responsiveness
- Difficulty scaling over time
- Performance optimization for handling multiple AI units
- Unity, C#
- Wave & Spawn Management System
- Enemy AI using NavMesh
- Progressive Difficulty Scaling
- Object Pooling & Optimized Update Loops
- Real-time Combat & Damage Systems
Zombie Rush is a fast-paced survival action game focused on wave-based combat and player progression. The objective is simple: survive increasingly aggressive waves of zombies using smart positioning, quick reactions, and upgrades.
Players face continuous enemy waves that scale in difficulty over time, pushing them to adapt their strategy and improve their performance each round. The gameplay emphasizes intensity, responsiveness, and replayability, making each session progressively more challenging.
The project was built with a strong focus on:
This project demonstrates hands-on experience with gameplay programming, enemy AI behavior, wave systems, and real-time combat mechanics.
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