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 Burnaby

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 Emerald City Games
January 31, 2024 - July 17, 2025
Led Star Trek port from Apple Arcade to PC/SteamDeck. Decision maker on features architecture and network protocol implementation with server side and Photon SDK. Improved loading time and performance of Tomb Raider Reloaded. Created tools for game design team and implemented gameplay systems using the DOTS stack to support 50+ players. Added gameplay features and architected networking systems integrating AWS and Photon SDK. General gameplay and system programming under the DOTS stack.
Senior Unity Developer (Temporary Contractor) at Blinkmoon Studios
April 30, 2024 - July 17, 2025
Responsible for network protocol and Photon development, creating and maintaining the connection layer. Developed gameplay systems supporting offline and up to 4 players online. Improved performance for up to 200 enemies. Successfully integrated external systems like Photon, Steam, Auth, and other network protocols. Managed all CI/CD pipeline and build Python integration scripts.
Senior Unity Developer at Kinship Entertainment
December 31, 2021 - July 17, 2025
Automated Unity build pipeline from build to Steam release with AWS integration to reduce manual processes. Extensively used Jenkins for CI/CD integrations and build pipeline. Optimized server and client network protocol communication on Photon. Improved performance for up to 8 players. Reduced server cost by 50% and increased gameplay experience. Applied SOLID principles, design patterns, CPU slicing, pools, dependency injection, caching, and other solutions to enhance performance and code maintainability. Created and maintained Unity test suites.
Unity Developer at GoEpik
December 31, 2020 - July 17, 2025
Led application architecture and API integrations. Responsible for most architecture decisions. Developed network protocol communication layer with server and APIs. Worked with serialization of data downloaded from cloud services including AWS, Google Cloud, Firebase, Airtable, and Nanonets. Managed user sessions, UI performance, and integrations with image recognition, QR code, video and audio recording.
Unity Developer at Eruga
July 31, 2017 - July 17, 2025
Developed 16 games including 3D, 2D, and UI-only games. Created UI, gameplay mechanics, systems, sound, and visual effects including particle systems. Maintained CI/CD for building internal APKs and web platform execution.
Senior Unity Developer at Autoverse Studios
January 1, 2024 - Present
Built and maintained CI/CD across three Unity projects (server, client, 3D game content), saving ~5 developer hours weekly. Developed automated Unity test suites (Editor & Play Mode) for production safety. Led development on Auto Legends, improving gameplay systems and server-side integration, releasing updates consistently to the player base. Implemented runtime mesh manipulation to optimize performance and customization. Enhanced UI systems to boost gameplay performance by 27%.
Senior Unity Developer at Auto Legends
April 1, 2024 - September 9, 2025
Led development for Auto Legends; improved gameplay systems and server-side integration; released updates consistently to the player base.
Senior Unity Developer at Emerald City Games
January 1, 2024 - September 9, 2025
Led Star Trek: Legends port from Apple Arcade to PC/Steam Deck. Architected and implemented networking protocols with Photon and AWS. Reduced Tomb Raider Reloaded load times to <20s across device tiers. Built custom Unity tools for game designers and implemented core gameplay systems. Leveraged DOTS to support large-scale systems with 50+ concurrent players.
Unity Developer at GoEpik
December 1, 2020 - September 9, 2025
Architected and API integrations for the GoEpik mobile app and VR games. Developed networking and cloud data serialization (AWS, GCP, Firebase, Airtable). Implemented multimedia handling: 3D models, audio, video, and UI optimization. Integrated advanced features: image recognition, QR scanning, AR/VR functionality.
Senior Unity Developer at Skydome
December 1, 2021 - September 9, 2025
Automated Unity build pipeline for Skydome using AWS + Jenkins, streamlining Steam releases. Optimized server and client networking protocols with Photon, reducing server costs by 50%. Enhanced performance to support 8-player sessions in real-time. Applied SOLID, dependency injection, and performance-oriented patterns.
Senior Unity Developer at Autoverse Studios
January 1, 2024 - Present
Built and maintained CI/CD across 3 Unity projects (server, client, 3D game content), saving ~5 developer hours weekly. Developed automated Unity test suites for production safety. Led development on Auto Legends, improving gameplay systems and server-side integration, releasing updates consistently to the player base. Implemented runtime mesh manipulation to optimize performance and customization. Enhanced UI systems to boost gameplay performance by 27%.
Senior Unity Developer at Blinkmoon Studios
April 1, 2024 - September 16, 2025
Network & Photon development for Necromantic (PC/Steam Deck), creating and maintaining multiple layer connection layers. Built gameplay systems supporting offline and up to 4-player modes. Optimized performance to handle 200+ enemies simultaneously. Integrated third-party systems: Photon, Steam and Auth protocols.
Senior Unity Developer at Emerald City Games
January 1, 2024 - September 16, 2025
Led Star Trek: Legends port from Apple Arcade to PC/Steam Deck. Architected and implemented networking protocols with Photon and AWS. Reduced Tomb Raider Reloaded load times to under 20 seconds across device tiers. Built custom Unity tools for game designers and implemented core gameplay systems. Leveraged DOTS to support large-scale systems with 50+ concurrent players.
Senior Unity Developer at Kinship Entertainment
December 1, 2021 - September 16, 2025
Automated Unity build pipeline for Skydome using AWS + Jenkins, streaming Steam releases. Optimized server and client networking protocols with Photon, cutting server costs by 50%. Enhanced performance to support 8-player sessions in real-time. Applied SOLID, dependency injection, and performance-oriented patterns.
Unity Developer at GoEpik
December 1, 2020 - September 16, 2025
Led architecture and API integrations for the GoEpik mobile app & VR games. Developed networking and cloud data serialization (AWS, GCP, Firebase, Airtable). Implemented multimedia handling: 3D models, audio, video, and UI optimization. Integrated advanced features: image recognition, QR scanning, AR/VR functionality.
Unity Developer at Eruga
July 1, 2017 - September 16, 2025
Developed 16+ games (2D, 3D, WebGL, UI-focused) under NDA. Designed gameplay mechanics, UI, VFX, and system architecture. Maintained CI/CD pipelines for mobile & WebGL builds.
Senior Unity Developer at AutoVerse Studios
January 1, 2024 - Present
Spearheaded CI/CD automation across 3 Unity projects, reducing manual build effort by ~5 developer hours weekly and accelerating release cycles. Implemented automated Unity test suites (Editor & Play Mode), lowering production bugs and improving release confidence. Engineered runtime mesh manipulation and optimized UI systems, boosting gameplay performance by 27%.
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

Degree in Digital Game Development at Positivo University
January 1, 2016 - December 31, 2020
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
Introduction to Game Design at Michigan State University
January 11, 2030 - January 1, 2016
B.S. in Digital Game Development at Positivo University
January 1, 2019 - January 1, 2019
C# Programming for Unity Game Development at University of Colorado
January 1, 2020 - January 1, 2020
Game Development & Design at Michigan State University
January 1, 2017 - January 1, 2017
Introduction to Game Design at Michigan State University
January 1, 2016 - January 1, 2016
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
Introduction to Game Design at Michigan State University
January 11, 2030 - January 1, 2016

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