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).

Saika Kisami

PRO

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).

Available to hire

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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Experience Level

Expert
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Intermediate
Intermediate
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Language

English
Advanced
Japanese
Fluent

Work Experience

Freelance Game Developer (Mobile/HTML5) at Freelancer
June 1, 2023 - Present
Remote development of high-performance browser-based games using Pixi.js and Phaser.js; implemented core gameplay loops, asset pipelines, round resolution logic, and real-time state synchronization with a focus on cross-platform performance and responsive UX.
Senior Unity Developer | Web Developer at Simeck Entertainment
August 1, 2025 - Present
Remote, directing core gameplay for Unity-based titles and web interfaces (e.g., Fat Butter’s Jetpack Ride). Built modular architecture in Unity and integrated front-end web components to sustain 60 FPS across target platforms.
Senior Game Engineer at Moonanana Company
August 1, 2019 - November 1, 2023
Remote, led end-to-end game engineering for multiplayer experiences, server-side simulation, and cloud-backed session management. Implemented AI behaviors and automated testing to support thousands of concurrent players.
Game Back-end Developer at Atooi
February 1, 2015 - July 1, 2019
Implemented efficient matchmaking and lobby systems using Photon (Unity) and optimized backend logic to support real-time multiplayer with scalable architecture.
Junior Game Developer & Designer at Watson Creative
August 1, 2012 - January 1, 2015
Led game mechanics design and implementation for Runner’s Rift, using advanced C# and JavaScript techniques to create engaging gameplay and intuitive level logic, contributing to improved player retention.

Education

Bachelor of Computer Science at University of Iowa
January 1, 2008 - January 1, 2012

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Education, Professional Services, Healthcare, Other
    uniE621 Transport
    Developed transport (Train, bus, taxi) app like Uber using angular.js, node.js/express.js, postgress. Integrated whatsapp sms.
    uniE608 Ares
    A complete multiplayer shooter inspired by Counter-Strike, featuring team-based combat, round economy, and competitive matchmaking. Engineered the entire stack: a responsive Unity client, Photon for synchronized 10-player battles, and a secure Node.js/Express backend that manages player authentication, persistent stats, leaderboards, and inventory. Key Contributions: • Implemented core FPS mechanics (shooting, movement, round logic) with Photon's netcode for low-latency, authoritative gameplay • Built and deployed a REST API with JWT authentication, handling live stats, match history, and player rankings in MongoDB • Designed seamless integration between game client and backend for a persistent, account-driven progression system Stack: Unity, C, Photon, Node.js, Express, MongoDB video explainervideo advert animator filmdirector videoeditor
    paper Zombie Rush

    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:

    • Smooth enemy spawning and wave logic
    • Player combat responsiveness
    • Difficulty scaling over time
    • Performance optimization for handling multiple AI units

    This project demonstrates hands-on experience with gameplay programming, enemy AI behavior, wave systems, and real-time combat mechanics.

    Tech Stack

    • Unity, C#
    • Wave & Spawn Management System
    • Enemy AI using NavMesh
    • Progressive Difficulty Scaling
    • Object Pooling & Optimized Update Loops
    • Real-time Combat & Damage Systems