I am a Senior Unity Developer with 7 years of experience building and shipping mobile games from concept to release. My work is strongest around gameplay systems, scalable Unity architecture, backend integrations, live ops, monetization, analytics, and mobile performance optimization.
- Production mobile game development across hybrid-casual, multiplayer, mid-core, puzzle, arcade, and card game projects
- Gameplay architecture with clean C#, dependency injection, data-driven configuration, and readable runtime boundaries
- Backend-connected game flows using authoritative services, PlayFab/Azure/Firebase, REST APIs, analytics, IAP, and live ops systems
- Performance-minded Unity implementation for mobile gameplay loops, responsive UI, memory usage, and production delivery
- Editor tooling, ScriptableObject workflows, testable systems, and team-friendly project structure
| Context | Scope |
|---|---|
| Lead Game Developer at Lightwell Games | Built Hole Craze, a hybrid-casual mobile game with large-scale systems; implemented gameplay, authoritative backend, live ops, monetization, analytics, and optimization |
| Senior Game Developer at Animation International | Led high-quality Unity projects from concept to release, with a focus on gameplay quality, performance, and player engagement |
| Game Developer at Atlas Software | Worked on multiplayer and mid-core game projects, building gameplay systems, tools, levels, and performance improvements |
| Backend-connected mobile apps | Built Unity clients and service integrations around PlayFab, Azure Functions, Firebase, Google Fit, REST APIs, and monetization flows |
| Project | Focus | Notes |
|---|---|---|
| Hole Craze: Puzzle Game | Hybrid-casual mobile game | Hole-based eat-and-grow core mechanic with gameplay, backend, live ops, monetization, analytics, and optimization ownership |
| Sky Wars Istanbul | Multiplayer aerial combat | Machine guns, missiles, multiple game modes, and multiplayer gameplay logic |
| SchrittBuddy | Step-to-rewards Unity app | Google Fit/Firebase integration, Azure/PlayFab backend, and revenue-generating ad flow |
| AI Chatbot & Image Generator | Generative AI app | OpenAI API integration in an end-user application |
| Project | Focus | Highlights |
|---|---|---|
| unity-plinko-server-authoritative | Server-authoritative arcade flow | Deterministic trajectory simulation, mock backend, reward batching, anti-cheat validation, persistence |
| unity-memory-match | Production-style puzzle game | Clean C# architecture, dependency injection, persistence, responsive UI, procedural audio, EditMode tests |
| unity-top-down-shooter-prototype | Shooter gameplay systems | ScriptableObject power-ups, Zenject composition, pooled projectiles, decorator/builder/factory patterns |
| unity-match-3d-puzzle | Mobile-style Match 3D puzzle | ScriptableObject levels, booster mechanics, DOTween animations, custom level editor |
| unity-pisti-card-game | Card game logic | AI opponents, scoring flow, Unity card gameplay structure, positively evaluated FUGO Games assessment |
| unity-sled-surfers-clone | 3D arcade runner clone | Slingshot launch, downhill steering, collectibles, upgrades, Android build, positively evaluated CrayzLabs assessment |
| cozmopol-product-catalog | Unity client + local API | Product browsing, filtering, update flow, Express/PostgreSQL backend, Docker setup |
- Scalable gameplay architecture that can survive production iteration
- Backend-connected gameplay with authoritative rewards, scoring, live ops, analytics, and monetization flows
- Mobile performance profiling across gameplay loops, UI, memory, loading, and runtime allocations
- Data-driven tuning through ScriptableObjects, config assets, addressable content, and custom editor tools
- Readable C# systems that stay testable, debuggable, and easy for a team to extend
I am using this GitHub profile to show production-grade Unity work through focused, readable samples: gameplay architecture, backend-integrated prototypes, mobile performance, custom editor tooling, and testable C# systems.