Unity engineer with 12+ years building reliable, high-performance real-time systems for large-scale player-facing experiences. Deep background in VR/XR applications, gameplay systems, video playback, and multiplayer networking — with hands-on backend fluency (Rust, gRPC, Temporal) that enables faster iteration and clear end-to-end ownership. Currently active in indie game development and open-source Unity tooling.
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Client-server multiplayer shooter in Unity (URP) using Photon Fusion 2 with 64Hz tick rate, lag-compensated hit detection, and full rollback networking. Features a polymorphic weapon system (auto/semi-auto), per-bone hitbox damage multipliers, armor system with piercing mechanics, and client-side prediction via Load-Tick-Store pattern. Dual FP/TP model system with shared animator controller, with custom Blender pipeline for FBX animation retargeting to Unity Humanoid format — including upper/lower body separation via Avatar Masks and custom holster/unholster animations. UI and state management powered by NanoDux (Redux pattern) and R3 observables
A lightweight dependency injection framework for Unity. Supports constructor, field, and property injection, prefab factories, and a simple composition root for binding services before scene load.
Lightweight, Redux-inspired state container for Unity built on the R3 reactive library. Zero-allocation dispatch of value-type actions; immutable, copy-on-write state snapshots; reactive subscriptions via BehaviorSubject. Predictable, performant, maintainable game state management.
Modern reimagining of classic Snake built around spatial mechanics — wrap-around traversal, underside grid transitions, and length-as-resource gameplay. Square and hex grid types, full controller support, Steam Deck ready. Built custom shader-driven grid generation, a complete reusable UI system, custom Unity editor tooling for level generation and painting, and integrated NanoDux for predictable state management.
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