Work Experience

Senior Unity
Engineer.

Unity3D and C# — 10+ years commercial across gameplay, multiplayer, mobile, and live service.

Unity · C# Primary specialisation
10+ years commercial
Multiplayer Photon · Nakama · Agora
Shipped in production
Mobile iOS · Android · WebGL
Native bridge development
Live Service Addressables · PlayFab · IAP
Post-launch operations
01

Gameplay
Systems

Architecture, mechanics, and the systems players interact with.

Unity3D — 10+ years commercial C# Gameplay architecture & systems design Mini-games (design + implementation) Player movement & interaction controllers Combat & battle systems Progression & reward systems Housing & decoration systems Farming & resource loops Inventory · crafting · puzzle systems Game economy & difficulty balancing Particle systems & VFX (2D + 3D) Unreal Engine (secondary) C++ (Unreal context) Blueprint scripting

Shipped 5 commercial RPGs as sole developer, then moved into startup engineering roles. Comfortable taking a system from a design doc to a polished, shipped feature.

02

UI & Player
Experience

What players see and touch. Built to scale.

Unity UI (UGUI · UI Toolkit) Data-driven UI systems Soft-coded UI frameworks Avatar builders & customization UI Complex menu & modal architecture Tutorial & onboarding flows HUD & in-game overlays ScriptableObject data containers for UI Modular prefab UI systems Player feedback systems

At ZTX, built the ZEPETO X STUDIO creator tool — ScriptableObject data containers and modular prefab UI that collapsed asset import, preview, validation, and upload into one editor workflow. UI systems that non-engineers can operate.

03

Multiplayer &
Social Systems

Real-time worlds where people interact.

Photon (PUN / Fusion) Agora voice & video integration Coherence Nakama Shared world architecture Real-time player synchronisation Social gameplay loops Leaderboards & scoring systems Live chat integration Multiplayer mini-games

At Kippo, integrated Photon multiplayer and Agora voice/video for a social game embedded inside a live dating app. At ZTX, built shared world housing and farming systems used by thousands of concurrent players.

04

Live Service &
Platform Dev

Pipelines, content, and systems that keep running after launch.

Addressables Asset Bundles PlayFab IAP pipeline (App Store · Google Play) Live content pipelines Smart contract calls / Web3 integration Inbox & push notification systems Analytics & KPI tracking Scene state management Live operations tooling Soft-coded platform architecture

ZTX shipped from PC desktop to iOS and Android in a single codebase via Addressables and Asset Bundles — 170,000+ followers at mobile release.

05

Mobile &
Cross-Platform

iOS, Android, WebGL, and the native bridges between them.

iOS (Xcode · Swift · UnitySendMessage) Android (Android Studio · AndroidJavaClass) Native bridge development Unity embedded in existing native apps WebGL PC / Steam VR / AR Low-spec device optimisation SpriteAtlas · Static Batching · ObjectPool WebGL-to-native message bridge App Store · Google Play publishing HTTPS camera permission flows

At Kippo, embedded Unity into a live iOS and Android dating app — UnitySendMessage for iOS/Swift, AndroidJavaClass for Android — with performance optimisations for low-spec devices across both platforms.

06

Backend &
Integration

The systems behind the game that make it real.

REST API integration Firebase MySQL Moodle API Tin Can API / xAPI Learning Record Store PHP backend SQL database design Facebook SDK Third-party SDK integration JavaScript
07

Developer Tools
& Pipelines

How the work gets built, shipped, and maintained.

Custom Unity Editor tools ScriptableObject data pipelines Git Perforce Jira Xcode Android Studio Build automation & pipelines Agile / Scrum AI-assisted development (CursorAI · Claude Code) Steam publishing & release management Mentoring & teaching (C# · Unity)

Taught C# and Unity three days a week at Technical College Rotterdam for four years, alongside commercial work. The engineers I mentored shipped real products.

08

Specialized
Experience

Motion capture and real-time virtual production.

OptiTrack Motive MANUS gloves Unreal LiveLink ARKit MediaPipe ThreeDPoseTracker MotionBuilder MetaHuman animation pipelines Real-time motion capture pipelines Broadcast networking Limb distortion correction algorithms

Used at Aurora World on K-pop virtual idol group OWIS — real-time 3D rendering, motion capture pipelines, and live broadcast systems across 20+ performances for MNet, MBC, and Studio Choom.