Unity3D and C# — 10+ years commercial across gameplay, multiplayer, mobile, and live service.
Architecture, mechanics, and the systems players interact with.
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.
What players see and touch. Built to scale.
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.
Real-time worlds where people interact.
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.
Pipelines, content, and systems that keep running after launch.
ZTX shipped from PC desktop to iOS and Android in a single codebase via Addressables and Asset Bundles — 170,000+ followers at mobile release.
iOS, Android, WebGL, and the native bridges between them.
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.
The systems behind the game that make it real.
How the work gets built, shipped, and maintained.
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.
Motion capture and real-time virtual production.
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.