Available to hire
I’m a 15+ year engineering leader in mobile game development, specializing in Unity (C#), game systems architecture, LiveOps backend, and SDK platform engineering. I still write production code and enjoy solving performance, scalability, and tooling challenges.
I’ve shipped titles end-to-end for EA, Nexters, and Original Games, cut infrastructure costs by over 90%, and recovered 300k user saves after an post-acquisition identity crisis. I lead by technical depth, mentor teams, and focus on sustainable craftsmanship and hands-on delivery.
Skills
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Work Experience
Tech Lead at Nexters — Hero Wars Mobile
July 1, 2025 - April 1, 2026Delivered a new 4X strategy game mode inside a live RPG franchise with millions of players. Led 4 engineers + 3 QA. Identified scalability risks for the global map before feature implementation; defined a mitigation roadmap covering object pooling, frustum culling, texture compression, and replacement of heavy Animator state machines to prevent a critical performance regression at launch. Introduced Scrum from scratch; improved on-time delivery and established a systematic feedback loop. Maintained live roadmap with Gantt charts, dependency mapping, and resource rebalancing under tight deadlines. Implemented AI-assisted workflows (automated code review, UI code generation from mockups via MVVM, statistical pre-estimation, AI-driven scope decomposition) achieving 10–20% velocity gains. Hands-on delivery: UI layout, global map client-side mechanics (Unity C#).
Lead Software Engineer at Original Games
October 1, 2020 - June 1, 2025Led 3 engineering teams across Portugal and Eastern Europe (12 engineers + 4 QA) shipping Merge Inn, Mergedom, Juicy Stack, and unreleased titles. Designed and built multi-game social backend from scratch on Heroic Cloud / Nakama (Node.js, TypeScript, SQL) — clubs, real-time chat via WebSockets, mailbox, leaderboard, tournament systems. Optimised high-read leaderboard SQL to avoid a 2× infra scale-up. System remained in production, no rewrites. Reduced backend infrastructure costs 93% by migrating from Azure PlayFab to custom internal stack; produced written risk register guiding phased rollout. Restored lost progress for 300,000 users in under one week after post-acquisition identity crisis: designed emergency fingerprinting system, wrote backend parser, migrated saves to internal cloud save. Designed and maintained 7-year adapter-based SDK abstraction layer (analytics, ads, attribution, payments) — multiple provider replacements with no game logic rewrites. Led technical due dil
Lead Software Engineer at Alchemical Inc. (now Original Games)
May 1, 2018 - October 1, 2020Led hyper-casual game development end-to-end — concept, design, implementation, release. Conceiving and shipped multiple hyper-casual titles including Hyper Shot: Time Puzzle; led teams of 2–3 engineers. Built and maintained SDK abstraction layer for analytics (Mixpanel, Firebase), ads (AppLovin, IronSource), attribution (Adjust, AppsFlyer, Kochava), and payments — used across all studio titles. Designed content delivery and LiveOps system enabling designers and LiveOps managers to update content without engineering involvement. Implemented native iOS plugins (Objective-C): ATT consent flow, web overlay, native dialog APIs, custom ad network adapters. Integrated in-app subscription flows (weekly/monthly/yearly) with receipt validation across multiple strategies including Adjust/AppsFlyer/Tenjin. Acted as technical decision-maker on vendor roadmap trade-offs (LiveOps platforms, analytics, payments); raised ATT compliance risk ahead of iOS 14 — roadmap adjusted to deliver on time
Software Engineer II (Contractor) at Electronic Arts
May 1, 2015 - December 1, 2015Optimised rendering on Star Wars: Galaxy of Heroes — reduced draw calls via static and dynamic batching and frustum culling; lifted FPS from 30–40 to 50–60 on target devices. Optimised game logic and memory allocation hotspots on Scrabble (mobile); isolated production crashes through log analysis and systematic elimination of third-party memory interactions.
Lead Software Engineer at EPAM Systems
February 1, 2016 - October 1, 2016Promoted from Senior to Lead within 6 months; built a mobile medical report visualisation app in cross-functional collaboration with healthcare domain experts.
Software Engineer at AggroStudios
November 1, 2013 - February 1, 2016Developed mobile RTS with hard performance target: 50 FPS on Nexus 5 with 200–300 simultaneous units. Built custom C# ECS with data-oriented design (struct-of-arrays, cache-friendly batch processing, minimal heap allocation) — shipped on Android and PC, target met with headroom. Applied multithreading for pathfinding and AI batch updates with custom synchronisation context dispatcher (MonoBehaviour-based). Authored custom HLSL/CG shaders for terrain blending (3-texture RGB-map blend) and solid-colour optimisation; reduced overdraw and draw call count. Built Unity Editor terrain painting tool for level designers: multi-texture RGB-map blending with real-time preview. Shipped production VR applications for Google Cardboard: attraction simulators and local Bluetooth multiplayer game with real-time physics.
Freelance Unity Engineer at Nintendo Switch Porting (NDA)
February 1, 2026 - PresentPorting a racing game to Nintendo Switch: platform integration, input system adaptation, performance optimisation for Switch hardware, certification preparation.
Education
M.S. Applied Mathematics at Saint Petersburg State University
January 1, 2004 - January 1, 2010Qualifications
Industry Experience
Gaming, Software & Internet, Media & Entertainment
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