Unity C# Gameplay Engineer & Technical Artist | Mobile Optimization (URP) & Custom AI
I am a Unity C# Gameplay Engineer and Technical Artist specializing in high-performance mobile and PC game architecture, custom AI state machines, and optimized 3D asset pipelines. Whether I am engineering weight-driven combat systems, building custom URP shaders, or structuring server-authoritative backends, my priority is writing clean, modular, and deterministic C# code.
Technical Art & Extreme Mobile Optimization
I bridge the gap between pure programming and 3D technical art across the entire Blender-to-Unity pipeline (modeling, rigging, IK, root motion, and custom VFX). On Fading Light (3D Mobile Action RPG), I engineered a custom baked-to-unlit texture pipeline, aggressive draw-call batching (4–5 shared materials), and dynamic spatial chunking to sustain 200+ FPS on budget Android hardware while keeping the entire world under 100k triangles. On The Lantern, I crafted 40+ custom animations and built a stylized 2.5D diorama aesthetic using URP Bloom, ACES tonemapping, and volumetric lighting.
Backend & Multiplayer Architecture
Beyond single-player mechanics, I build secure, scalable connected systems. My commercial experience includes integrating Microsoft PlayFab for player authentication, cloud-synced inventories, and remote server logic (Slimed), as well as designing custom server-authoritative PvP netcode with server-side hit validation and automated cheat detection (Arena Dual).
Feel free to explore my playable builds, technical breakdowns, and gameplay demos below!