Hi, I’m Ramon Ferreira Burnaby, a senior Unity developer with 10+ years shipping AAA and indie games across PC, mobile, VR, and AR. I specialize in Unity, C#, and multiplayer systems, building scalable architectures, robust tooling, and optimized performance to support large player counts. I enjoy collaborating with cross-functional teams to design engaging gameplay experiences and deliver them on time. Beyond coding, I lead by example, guiding teams through CI/CD automation, tooling, and performance improvements. I’ve shipped titles like Tomb Raider Reloaded, Star Trek: Legends, and The Sandbox, and I’ve proven the ability to cut server costs by 50%+ and reduce load times while scaling to 50+ concurrent players. I’m excited to continue creating world-class gameplay experiences.

Ramon Ferreira

PRO

Hi, I’m Ramon Ferreira Burnaby, a senior Unity developer with 10+ years shipping AAA and indie games across PC, mobile, VR, and AR. I specialize in Unity, C#, and multiplayer systems, building scalable architectures, robust tooling, and optimized performance to support large player counts. I enjoy collaborating with cross-functional teams to design engaging gameplay experiences and deliver them on time. Beyond coding, I lead by example, guiding teams through CI/CD automation, tooling, and performance improvements. I’ve shipped titles like Tomb Raider Reloaded, Star Trek: Legends, and The Sandbox, and I’ve proven the ability to cut server costs by 50%+ and reduce load times while scaling to 50+ concurrent players. I’m excited to continue creating world-class gameplay experiences.

Available to hire

Hi, I’m Ramon Ferreira Burnaby, a senior Unity developer with 10+ years shipping AAA and indie games across PC, mobile, VR, and AR. I specialize in Unity, C#, and multiplayer systems, building scalable architectures, robust tooling, and optimized performance to support large player counts. I enjoy collaborating with cross-functional teams to design engaging gameplay experiences and deliver them on time.

Beyond coding, I lead by example, guiding teams through CI/CD automation, tooling, and performance improvements. I’ve shipped titles like Tomb Raider Reloaded, Star Trek: Legends, and The Sandbox, and I’ve proven the ability to cut server costs by 50%+ and reduce load times while scaling to 50+ concurrent players. I’m excited to continue creating world-class gameplay experiences.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
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Language

Portuguese
Fluent
English
Fluent
Spanish; Castilian
Beginner

Work Experience

Senior Unity Developer at Autoverse Studios
January 1, 2024 - Present
Maintained and evolved CI/CD infrastructure across 3 separate Unity projects (3D game content, server, and client), ensuring synchronization and automated builds via AWS. Developed Unity-based automated test suites using Unity Test Runner and Test Framework. Lead developer on AutoLegends improving gameplay experience with system and server-side integration. Worked extensively on runtime mesh manipulation for performance and feature customization, enhanced Unity UI for gameplay performance, and built external tools to support automated testing outside Unity.
Senior Unity Developer at Blinkmoon Studios
April 1, 2024 - September 18, 2025
Developed and maintained Python multiplayer networking layers for Necromantic (PC/Steam Deck), enabling stable 4-player online play. Built core gameplay systems for both offline and online modes, improving player engagement. Optimized performance to handle 200+ enemies simultaneously with no frame rate drops.
Senior Unity Developer at Emerald City Games
January 1, 2024 - September 18, 2025
Led the Star Trek: Legends port from Apple Arcade to PC/Steam Deck. Architected scalable multiplayer protocols using Python and AWS. Reduced Tomb Raider Reloaded load times to under 20 seconds across device tiers. Built custom Unity tools for designers and implemented core gameplay systems. Leveraged DOTS/ECS to support large-scale systems with 50+ concurrent players.
Senior Unity Developer at Kinship Entertainment
December 1, 2021 - September 18, 2025
Automated Unity build pipeline for Skydome using AWS + Jenkins, enabling Steam releases. Reduced server costs by 50% by optimizing Python networking protocols. Enhanced real-time sessions to support 8 players. Applied SOLID, dependency injection, and performance-oriented patterns to core systems.
Unity Developer at GoEpik
December 1, 2020 - September 18, 2025
Led architecture and API integrations for GoEpik mobile app & VR games. Developed networking and cloud data serialization (AWS, GCP, Firebase, Airtable). Implemented multimedia handling, including 3D models, audio, video, and UI optimization. Implemented advanced AR/VR features, including image recognition and QR scanning.
Unity Developer at Eruga
July 1, 2017 - September 18, 2025
Developed 16+ games (2D, 3D, WebGL, UI-focused) under NDA agreements. Designed gameplay mechanics, UI, VFX/particles, and system architecture. Maintained CI/CD pipelines for mobile & WebGL builds.

Education

B.S. in Digital Game Development at Positivo University
January 11, 2030 - January 1, 2019
C# Programming for Unity Game Development at University of Colorado
January 11, 2030 - January 1, 2020
Game Development & Design at Michigan State University
January 11, 2030 - January 1, 2017

Qualifications

C# Programming for Unity Game Development
January 1, 2020 - December 31, 2020
Game Development and Design
January 1, 2017 - December 31, 2017
Introduction to Game Design
January 1, 2016 - December 31, 2016

Industry Experience

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