Gameplay programmer and Unity developer with 4+ years of shipped mobile-game experience across iOS and Android. My work spans gameplay systems, Unity editor tooling, animation and inverse kinematics, multiplayer, runtime memory optimization, graphics programming, and engine-level development.
I have contributed to games reaching 1M+ and 50M+ installs, led production teams, shipped features across multiple platforms, and built systems with Unity, C#, C++, Unreal Engine, OpenGL, Vulkan, DirectX, GLSL, HLSL, and ShaderLab.
📍 Atlanta Metropolitan Area, USA · Open to relocation
- Gameplay systems, player interactions, AI, animation, and multiplayer features
- Unity architecture, editor tools, Addressables, and runtime optimization
- Engine and graphics programming in C/C++
- OpenGL, Vulkan, DirectX, GLSL, HLSL, and ShaderLab
- Tools and workflows that help designers and developers iterate safely
- Mobile release pipelines across Android, iOS, and Amazon Marketplace
Volunteer Game Programmer — Unity / C#
Dec 2025 – Present
Open-source contributor working across Unity UI, gameplay-item systems, input handling, lifecycle correctness, networked Addressables, and asset architecture.
- Fixed Construction and Crafting menu layout inconsistencies and corrected category-selection behavior.
- Extended the clothing architecture with typed containers and per-body-part mesh handling.
- Resolved a Unity Input System conflict where
Ctrl+Einteractions unintentionally triggered a debug action. - Proposed lifecycle corrections for gameplay and UI components by moving event subscriptions into their appropriate enable/disable phases.
- Profiled the project with Unity Memory Profiler and demonstrated that its legacy asset bootstrap retained approximately 600 MB of assets at startup.
- Filed issue #1494 and drove an open asset-system rewrite in PR #1500.
- Replaced the static bootstrap with an asynchronous, reference-counted, disposable
AssetHandle<T>architecture. - Added load deduplication, last-reference unloading, lifecycle tracking, Edit Mode and Play Mode tests, and an interchangeable backend abstraction.
- Built supporting FishNet integration for networked Addressable prefabs, server/client preload coordination, deterministic prefab registration, and late-join safety.
My SS3D fork · Upstream repository
Teaching Assistant / Grader — IGME 235: Intro to Game Web Tech
Aug 2024 – Dec 2024
- Supported undergraduate students building browser-based and game-adjacent projects with HTML, CSS, JavaScript, DOM APIs, web APIs, local storage, and PixiJS/WebGL.
- Helped students debug event-driven logic, API-integration flows, loading and error states, and interactive web projects.
- Coached students toward identifying root causes instead of simply providing fixes.
- Graded assignments and projects for functionality, usability, code quality, polish, and requirement completeness.
Senior Software Developer — Unity / C#
Apr 2023 – Aug 2023
- Shipped features for FAU-G: Domination, a 3D mobile PvP FPS with 1M+ Google Play installs.
- Integrated Unity clients with internal APIs for storing and retrieving player data and gameplay records.
- Owned character-animation and inverse-kinematics systems for weapon aiming, foot placement, and hit-reaction blending.
- Integrated animation and IK systems with Photon Fusion so poses, aiming, and reactions synchronized correctly across multiplayer clients.
- Built a Unity Addressables memory-management system that reduced peak runtime memory by approximately 300–400 MB.
- Enabled on-demand asset loading for a multiplayer game targeting lower-end mobile devices.
Software Developer — Unity / C#
Sep 2022 – Apr 2023
- Shipped Ram Setu: The Run, an endless runner released on Android and iOS with 500K+ combined installs.
- Designed and implemented mini-games that added variety to the core endless-runner loop.
- Built an advertising system using Google AdMob with mediation-layer support.
- Worked with Unity Ads and ironSource integrations.
- Integrated Unity Addressables to reduce APK and IPA size by approximately 100–200 MB and improve runtime memory use.
- Served as the sole engineer responsible for the complete iOS upload pipeline, including certificates, provisioning, TestFlight, and App Store submission.
Unity Developer — Unity / C#
Jun 2019 – Jul 2022
- Shipped 2D children’s games across titles that collectively reached 50M+ downloads on Google Play.
- Contributed to Tizi Princess Home Design Game, which reached 50M+ installs, and Tizi Town: My Space Games.
- Supported the shared production codebase used across multiple released Tizi applications.
- Investigated iOS crash reports and fixed a Metal API issue affecting lower-end devices.
- Used Firebase Analytics with design to identify engagement patterns and guide new interactive content.
- Implemented an ad-supported system that gave players temporary access to individual paid scenes.
- Led a six-developer team delivering a school-themed game across iOS, Android, and Amazon Marketplace.
- Assigned work, reviewed code, mentored developers, planned releases, and coordinated with product and design.
- Built a reusable Unity editor tool that codified common interactive-object patterns and reduced repetitive scene-authoring work.
- Integrated and maintained AdMob, Firebase Analytics, Unity Ads, ironSource, Unity IAP, Meta Ads, AppLovin, Unity Asset Bundles, and Kidoz.
Unity · C# · ShaderLab · HLSL · MS capstone
A time-bending action game in which the world fractures with every action, challenging the player to restore time stability.
- Served as Producer, Gameplay Programmer, and System Architect on a cross-disciplinary team.
- Owned stakeholder and team communication throughout the two-semester production.
- Designed gameplay architecture around composable state, command, and observer patterns.
- Helped maintain a stable architecture while designers and programmers added new gameplay features.
- Developed across a project containing 1,060+ commits.
Unity · C# · ShaderLab · HLSL
A couch co-op puzzle game in which two players work together to solve spatial and mechanical challenges.
- Served as Tech Lead and designed the gameplay systems used by the rest of the team.
- Built robust, efficient, and expandable systems for puzzle development.
- Structured features so designers could create and modify puzzle content without repeated engineering assistance.
- Shipped five tagged milestone releases across 162+ commits.
Unity · C# · HLSL
A four-part portfolio covering movement, pathfinding, decision-making, and their integration into a playable game.
- Implemented reusable seek, flee, arrive, wander, and align steering behaviors.
- Integrated the behaviors with Unity’s physics model.
- Built graph-based pathfinding across Unity scenes.
- Implemented grid and navigation traversal using Dijkstra and A* algorithms.
- Implemented state machines, behavior trees, and decision trees.
- Used layered decision logic to control AI agents.
- Added HLSL effects that visualized agent state.
- Combined movement, pathfinding, and decision-making in a playable top-down shooter.
- Built agents capable of targeting, chasing, and attacking the player.
- Added custom HLSL hit flashes and target-highlighting effects.
- Developed the project across 73 commits.
Unity · C# · ShaderLab · HLSL · Agile/Scrum
Team projects developed through formal sprints, milestones, issue tracking, reviews, and production workflows.
- Developed a team-based 2D Unity platformer.
- Shipped playable builds as part of the repository.
- Contributed to a project containing substantial ShaderLab and HLSL work.
- Developed across 134 commits.
- Built a team RPG around a data-driven architecture.
- Represented stats, abilities, enemies, and progression through serialized data assets rather than hardcoded logic.
- Used an issue-tracked production workflow covering 19 issues and 105 commits.
C/C++ · OpenGL · GLSL
Four graphics projects built from scratch without a game engine.
- Built a paint-style application directly in OpenGL.
- Implemented input handling, brush primitives, and framebuffer drawing.
- Built a hierarchical character rig with parented transforms.
- Implemented articulated posing and animation using matrix mathematics and 3D transformations.
- Implemented a programmable OpenGL rendering pipeline.
- Wrote custom GLSL vertex and fragment shaders for geometry, shading, and visual effects.
- Built a reusable OpenGL particle-system renderer.
- Separated the engine scaffold into camera, shader, shader-program, particle-system, and text modules.
- Organized GLSL source files into a dedicated shader pipeline.
Unreal Engine · C++
An Unreal Engine recreation of the classic Contra arcade shooter.
- Built gameplay logic in C++ within a complete Unreal project.
- Worked across the project’s source, configuration, and Unreal build structure.
- Delivered the game as part of RIT’s IGME 797 production-studio course.
C++ · CMake · Ninja · vcpkg · Vulkan · GLSL
A collaborative research project exploring the construction of a multithreaded, ECS-based game engine.
- Designed and implemented the rendering engine.
- Separated the renderer into a high-level interface and lower-level graphics API implementations.
- Targeted Vulkan as the primary low-level rendering API.
- Organized the codebase into separate ECS and Minimal Engine targets.
- Used CMake, Ninja, and vcpkg for the Windows build toolchain.
C/C++ · Sony PlayStation 5 SDK
A solo four-level Angry Birds-style game built for PlayStation 5 development hardware.
- Worked directly with the PlayStation 5 SDK in C/C++.
- Built on course-provided rendering and controller scaffolding without middleware physics.
- Implemented a Unity-like object system and an ordered frame loop for input, gameplay, physics, engine updates, and rendering.
- Built custom 2D forces, collision detection and response, sprite rendering, geometry abstractions, and shader modifications.
- Investigated and corrected collision tunneling in high-speed projectile interactions.
Source code is not publicly available because the project uses the proprietary PlayStation SDK.
Unreal Engine · C++ · Procedural Content Generation
A team recreation of the Highway Rider arcade game with original gameplay additions.
- Implemented procedurally generated highway sections with Unreal Engine’s PCG framework.
- Built spline-based vehicle-obstacle generation.
- Exposed tunable controls for vehicle density, spacing, and lane behavior.
- Combined Unreal PCG graphs with supporting C++ systems.
C# C C++ JavaScript GLSL HLSL ShaderLab
Unity Unreal Engine PlayStation 5 SDK
OpenGL Vulkan DirectX Rendering Pipelines Shaders ECS CMake Ninja vcpkg
Gameplay Architecture AI Pathfinding Behavior Trees State Machines Animation Inverse Kinematics Physics Procedural Generation
Unity Addressables Unity Input System Photon Fusion FishNet Unity Editor Tools Memory Profiler
Android iOS TestFlight App Store Connect Firebase Analytics AdMob Unity Ads ironSource Unity IAP AppLovin
Master of Science — Game Design and Development
Aug 2023 – May 2025
Bachelor of Engineering — Computer Science
Jul 2015 – Jun 2019
When I’m away from the keyboard, I enjoy:
- Playing guitar
- Listening to music
- Reading
- Working out
- Football
- Games that leave a lasting impression
I’m open to opportunities involving:
- Gameplay programming
- Unity development
- Tools programming
- Engine development
- Graphics and rendering
- Game AI
- Multiplayer systems

