Available to hire
I am a Unity / C# game developer with 5+ years of experience building and shipping mobile games, prototypes, and live game features. I bring a strong background in gameplay programming, rapid prototyping, performance optimization, editor tooling, and maintainable architecture.
I have led projects from concept to release across iOS and Android, owning production workflows, debugging, analytics integrations, and iteration at scale. I excel at mentoring teammates, owning end-to-end release operations, and delivering solid results in fast-paced development cycles.
Language
English
Fluent
Japanese
Intermediate
German
Beginner
Work Experience
Unity / C# Game Developer at Mole Games
July 1, 2023 - July 1, 2024Led technical delivery across 15+ shipped mobile titles, combining gameplay implementation, internal tooling, optimization, and release preparation in fast production cycles. Built reusable templates and editor tools, supporting a prototype or soft-launch build every two weeks. Profiled frame time, memory usage, and GC allocation to maintain 60 FPS targets on mid-tier mobile devices. Implemented PlayFab persistence and account-linked progression for cross-device continuity. Owned iOS and Android release operations end to end, including signing, SDK updates, submission troubleshooting, asset management, and internal/TestFlight validation. Mentored a 3–4 person team through code reviews, technical guidance, and clear ownership practices, improving onboarding and delivery consistency.
Gameplay/Prototype Developer at Connectino
October 1, 2022 - May 1, 2023Recreated benchmark gameplay feel and built playable prototypes roughly one per day. Refactored and stabilized 10+ core gameplay/client modules, improving maintainability and runtime performance from ~30 FPS to 60 FPS. Built editor tooling and configurable systems that enabled non-developers to tune gameplay parameters, increasing prototype packaging throughput by around 4–5x. Integrated Firebase Analytics, A/B testing, dashboards, and Crashlytics with 30+ tracked events. Supported live-ops style balancing across 900+ levels by enabling difficulty and content adjustments with out requiring a new client build.
Gameplay/Prototype Engineer at Core Studios
April 1, 2022 - August 1, 2022Delivered 6+ hyper-casual prototypes and production builds in Unity/C#, implementing gameplay systems and core loops. Applied DI, State, Observer, and Command patterns to keep prototype code scalable. Debugged gameplay and runtime issues across multiple titles, improving stability and reducing regressions through targeted refactors.
QA Engineer (Unreal Engine / C++ / Flutter / Dart) at MyM Games
September 1, 2025 - January 1, 2026Investigated runtime defects in Unreal Engine using blueprint-based workflows and C++ adjacent validation; documented 600+ reproducible defects with detailed logs and reproducible steps, improving triage quality and debugging efficiency. Built internal testing tooling that reduced repetitive validation cycles from 15–20 minutes to a single command execution.
QA Engineer (Unreal Engine / C++ / Flutter / Dart) at Connectino
August 1, 2024 - April 1, 2025Validated cross-platform behavior of Flutter/Dart mobile applications across Android and iOS using 40+ physical devices and BrowserStack; logged and tracked 1000+ defects via Jira and Trello, improving issue visibility and supporting faster resolution across frequent update cycles. Supported regression validation, release readiness, CI/CD validation checks, and follow-up of 100+ user-reported issues in Agile/Scrum release cycles.
Game Developer at Connectino
October 1, 2022 - May 1, 2023Recreated benchmark gameplay feel and built playable prototypes at roughly one per day. Refactored and stabilized 10+ core gameplay/ client modules, improving maintainability and runtime performance from roughly 30 FPS to 60 FPS. Built editor tooling and configurable systems that enabled non-developers to tune gameplay parameters, increasing prototype packaging throughput by around 4–5x. Integrated Firebase analytics, A/B testing, dashboards, and Crashlytics with 30+ tracked events. Supported Live Ops-style balancing across 900+ levels by enabling difficulty and content adjustments without requiring a new client build.
Game Developer at Core Studios
April 1, 2022 - August 1, 2022Delivered 6+ hyper-casual prototypes and production builds in Unity / C#, implementing gameplay systems and core loops in fast iteration cycles. Applied DI, State, Observer, and Command patterns to keep prototype code scalable. Debugged gameplay and runtime issues across multiple titles, improving stability and reducing regressions through targeted refactors.
QA Engineer at Connectino
August 1, 2024 - April 1, 2025Validated cross-platform behavior of Flutter/Dart mobile applications across Android and iOS using 40+ physical devices and BrowserStack, covering functional flows, UI behavior, and platform-specific issues. Logged and tracked 1000+ defects through Jira and Trello, improving issue visibility and supporting faster resolution across frequent update cycles. Supported regression validation, release readiness, CI/CD validation checks, and follow-up of 100+ user-reported issues in Agile/Scrum release cycles.
QA Engineer at Mym Games
September 1, 2025 - January 1, 2026Investigated runtime defects in Unreal Engine using Blueprint-based workflows and C++-adjacent validation. Documented 600+ reproducible defects with detailed logs and reproducible steps, improving triage quality and debugging efficiency. Built internal testing tooling that reduced repetitive validation cycle times from 15–20 minutes to a single command execution.
Education
B.S. in Computer Engineering at Namık Kemal University
January 11, 2030 - March 26, 2026B.S. Computer Engineering at Namık Kemal University
January 11, 2030 - March 26, 2026Qualifications
Industry Experience
Gaming, Software & Internet, Media & Entertainment
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