Available to hire
Hi, I’m Yuki Furumi, a senior game software engineer with extensive Unity/C# experience, shipping titles across mobile and PC. I enjoy building robust gameplay systems, tools, and scalable architectures that empower design and gameplay.
I love collaborating with cross-functional teams to prototype new ideas, optimize performance, and bring ambitious projects to life. Outside of work, I enjoy solving complex technical challenges and mentoring others.
Skills
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Language
English
Fluent
Work Experience
Senior Engineer (Volunteer) at Clash Craft Studios / Kitbash Games
August 1, 2024 - September 1, 2025Volunteer Senior Engineer contributing to Unity/C# projects: implemented sound and music playback, added controller and keyboard support to the UI, and assisted with multiplayer networking using Photon Fusion 2 for Smash Company; also updated Trickshot to run on Unity 2022 and current iOS hardware.
Senior Engineer at Clash Craft Studios / Kitbash Games
August 1, 2023 - August 1, 2024Programmed prototypes for a fighting game, a multiplayer 2D shooter, a Plinko/Pachinko crossover, a real-time strategy game (Mechs ‘n Missiles), and two 2D basketball-themed games in Unity; also shipped Legends Reborn enhancements (sound/music/voiceover playback) and installers for PC and Mac.
Senior Engineer at Kung Fu Factory
December 1, 2010 - June 1, 2023Full-stack client programmer on iOS/Android games (Unity/C#). Developed a falling gem puzzle engine and contributed gameplay prototyping, AI, physics, tutorials, in-app purchases, analytics, localization, sound/music systems, and level editors; also worked on 3D assets for Disney-related project.
Freelance at Black Ops Entertainment
June 1, 2010 - September 1, 2010Prototyped iTraderPro for iPad in Objective‑C; explored additional prototypes that did not ship.
UI and Tools Programmer at Obsidian Entertainment, Inc.
March 1, 2007 - February 1, 2009Implemented UI and tools for Aliens: Crucible across PS3, Xbox 360, and PC; built UI screens, HUD with Flash/Scaleform GFx; developed level/character exporters and artist tools for Softimage XSI.
Freelance Work at Coresoft Inc.
September 1, 2010 - December 1, 2010Abble Dabble for iPhone and Facebook: developed 4-player networked gameplay client/server using Objective‑C, PHP, and MySQL.
Senior Programmer at Coresoft Inc.
March 1, 2009 - April 1, 2010Programmed and shipped Cube Party Roundup (iPhone/Facebook) and Blood Beach (iPhone/iPad/Wii) in Objective‑C; led client code development.
Senior Programmer at Coresoft Inc.
May 1, 2004 - February 1, 2007Wrote code for multiple titles with UI, audio, AI, and tools support; contributed to planning, prototyping, and localization.
Programmer at Interplay Entertainment Corp.
April 1, 1995 - December 1, 2003UI, tools, and debugging work for PlayStation and PC titles; shipped Planescape: Torment, Interplay Sports Baseball 2000, VR Baseball '99, and others; contributed UI, VFX, installer, and localization.
Education
Coursework in Computer Science at California State Polytechnic University, Pomona
January 1, 1989 - January 1, 1994Qualifications
Industry Experience
Gaming, Software & Internet, Media & Entertainment
Skills
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