I’m a Senior Game Development Specialist with over eight years of hands-on experience building and leading gameplay systems in Unreal Engine and Unity. I’ve worked across AAA and mobile projects including Remnant II, The Quarry, and House of Ashes where I’ve designed everything from AI and combat systems to cinematic tools and co-op networking. I’m big on performance, scalability, and keeping teams moving fast. I love digging into Unreal’s guts, optimizing code, and building tools that make life easier for designers and artists. I’ve led small engineering teams, mentored juniors, and worked closely with art and production to ship solid, high-performing games across PC, console, and mobile.

Aleister Valentine

I’m a Senior Game Development Specialist with over eight years of hands-on experience building and leading gameplay systems in Unreal Engine and Unity. I’ve worked across AAA and mobile projects including Remnant II, The Quarry, and House of Ashes where I’ve designed everything from AI and combat systems to cinematic tools and co-op networking. I’m big on performance, scalability, and keeping teams moving fast. I love digging into Unreal’s guts, optimizing code, and building tools that make life easier for designers and artists. I’ve led small engineering teams, mentored juniors, and worked closely with art and production to ship solid, high-performing games across PC, console, and mobile.

Available to hire

I’m a Senior Game Development Specialist with over eight years of hands-on experience building and leading gameplay systems in Unreal Engine and Unity. I’ve worked across AAA and mobile projects including Remnant II, The Quarry, and House of Ashes where I’ve designed everything from AI and combat systems to cinematic tools and co-op networking. I’m big on performance, scalability, and keeping teams moving fast. I love digging into Unreal’s guts, optimizing code, and building tools that make life easier for designers and artists.

I’ve led small engineering teams, mentored juniors, and worked closely with art and production to ship solid, high-performing games across PC, console, and mobile.

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Experience Level

Expert
Expert
Expert
Expert

Language

English
Fluent
Japanese
Advanced

Work Experience

Lead Systems & Tools Engineer at Gunfire Games
September 1, 2025 - September 1, 2025
Direct integration of Nanite, Lumen, and World Partition pipelines into production builds, enabling asset streaming and photoreal lighting without framerate regression. Designed internal telemetry and runtime performance visualization tools using Unreal Insights SDK and Python automation, cutting QA profiling time by 50%. Championing data persistence across PC, PS5, and Xbox platforms, improving cross‑save reliability and reducing crash frequency by 35%. Collaborated with Technical Art and Design teams to implement Houdini procedural environment tools, streamlining world-building workflows. Mentored engineering staff and enforced coding standards, strengthening code-review culture and maintainability across distributed teams.
Unity Developer at Kwalee
March 1, 2023 - March 1, 2023
Developed high-efficiency Unity Editor extensions (level editors, prefab managers, validation systems) reducing iteration cycles by 60%. Engineered lightweight ECS-based gameplay framework leveraging Burst Compiler for CPU-constrained mobile environments, yielding 3x performance gains. Integrated backend services (PlayFab, REST APIs, Firebase) for scalable leaderboards, telemetry, and remote-config systems. Designed AB testing pipelines driving data-driven gameplay balancing and retention tuning. Championed mentorship of junior developers and standardization of C# architecture patterns (MVC, Scriptable Object data-driven design).
Cinematic Systems Programmer at Supermassive Games
December 1, 2021 - December 1, 2021
Automated validation of animation, VO sync, and lighting setups via custom Unreal Editor UI panels (Slate), cutting manual verification time by 70%. Collaborated with audio and localization teams to integrate subtitles and multi-language synchronization frameworks across 12+ regions. Created multi-platform performance profiling using RenderDoc, PIX, and Unreal Insights, reducing GPU bottlenecks and achieving 60 FPS targets. Supported robust lighting pipelines with ECS-based gameplay frameworks. Mentored junior developers and standardized coding practices across teams.
Unity Developer at Hard Light
September 1, 2019 - September 1, 2019
Developed performance optimization techniques (object pooling, dynamic batching, async loading via Addressables) achieving 30% frame-rate gains on mid-tier Android devices. Authored GPU‑efficient Shader Graph materials and effects for stylized rendering pipelines. Integrated monetization and analytics SDKs (Unity Ads, Adjust, Firebase) ensuring seamless live-ops capabilities. Built automated CI/CD pipelines with Jenkins and Unity Cloud Build, cutting build validation turnaround by 40%. Collaborated with design and art teams to prototype procedural generation systems, enabling rapid improvement.
Lead Systems & Tools Engineer — Unreal Engine 5 at Gunfire Games
September 1, 2025 - September 1, 2025
Directed integration of Nanite, Lumen, and World Position pipelines into production builds, enabling asset streaming and photorealistic lighting without frame-time regression. Implemented internal telemetry and runtime performance visualization using Unreal Insights SDK and Python automation, cutting QA profiling time by 50%.
Unity Developer — Hyper-Casual & Hybrid Mobile Games at Kwalee
March 1, 2023 - March 1, 2023
Developed high-efficiency Unity Editor extensions (level editors, prefab managers, validation systems) reducing iteration cycles by 60%. Built GPU-accelerated mobile pipelines and integrated Wwise, subtitles, and multi-language synchronization across 12+ regions. Tuned performance with multi-platform profiling and CI pipelines.
Mobile Game Engineer — Mobile Action & Platform Games at Hard Light
September 1, 2019 - September 1, 2019
Deployed performance optimization techniques (object pooling, dynamic batching, asynchronous loading via Addressables) achieving 30% frame-rate gains on mid-tier Android devices. Authored GPU-efficient Shader Graph materials and effects for stylized rendering pipelines. Integrated monetization and analytics SDKs (Unity Ads, Adjust, Firebase) ensuring seamless tracking and live-ops capability. Collaborated with design and art teams to prototype procedural generation systems enabling replayability and engagement.

Education

Bachelor of Engineering in Computer Science and Digital Game Development at Tokyo University of Science
January 1, 2012 - January 1, 2017
Bachelor of Engineering in Computer Science and Digital Game Development at Tokyo University of Science
January 1, 2012 - January 1, 2017

Qualifications

Unity Certified Associate: Game Developer
January 11, 2030 - November 8, 2025
Unreal Engine 3D Fundamentals Certification
January 11, 2030 - November 8, 2025
Unity Certified Associate
January 11, 2030 - November 8, 2025
Epic Games Unreal Engine 3D Fundamentals Certification
January 11, 2030 - November 8, 2025

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Computers & Electronics, Professional Services