I lead teams and stay in the codebase. Console certification, live-ops mobile, VR platforms, real-time multiplayer. From first architecture to shipped build.
Nine years writing production Unity and C#. Not an architect who left the codebase. I still build the systems I sign off on.
Console, VR, mobile, desktop and web. All shipped, none experimental.
Photon PUN, Photon Fusion 2 and a custom solution for MMO scale.
From hyper-casual prototypes to a console port under certification.
Four companies have handed me their client-side team. I've also built one from nothing and run it as a business.
Founded and ran a game outsourcing studio, owning hiring, delivery and clients end to end.
Lead Unity developer at Mobiddiction, Trapsoul, Tritan and technical supervision on MMO scale.
Owning production of new VR experiences for the internal Patient VR platform, shipped to hospitals and rehabilitation centres on Meta Quest.
Led full client-side MVP development of a beat-em-up from concept to playable build. Architected combat, AI behaviour trees, character controllers and physics from scratch.
Owned R&D for Unity and native Android/iOS ad SDKs with direct client integration support. Maintained CI/CD pipelines and established cross-platform SDK architecture and code standards.
Led client-side development on multiplayer titles including Metarush Racing and Moonville Farms. Managed junior developers, defined technical architecture and ran code reviews.
Part of the team that ported RimWorld to PS4/PS5 and Xbox, working on gameplay systems and UI inside a strict platform certification pipeline.
Worked across prototyping and live-ops teams, shipping hyper-casual and casual titles including licensed IP.
Open to contract, lead and senior engineering work with studios shipping on console, VR and mobile. Fully remote, with on-site sprints when a project needs them.