Cross-platform technical game developer specializing in Unity 6 with high-end rendering pipelines (HDRP/URP) and complex systems architecture. Adept at engineering physics-driven gameplay, optimizing asynchronous memory management, and meeting strict platform submission requirements across PC, Console, Mobile, and Android/Fire TV.
I lead and build scalable Unity architectures (state machines, component-based hubs, async programming with cancellation tokens), integrate third-party SDKs and ad networks for reliable monetization, and implement robust audio, UI, and data persistence systems. I’ve also delivered AAA-grade animation and motion workflows and shipped ports to TV platforms.
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