I am a Game Developer with over eight years of experience specializing in Unity (C#), AR/VR development, and multiplayer gameplay systems. Recently at Koffeecup I contributed to a Meta project, building immersive VR and mobile experiences for Horizon Worlds and leveraging TypeScript for interactive systems. (See featured projects below.)
My background includes architecting AR and VR applications, core gameplay mechanics, and delivering both 2D and 3D titles with clean, scalable, well-documented code. I have shipped features for Meta Quest 2 integrating Photon Networking, AI behaviors, and PL/SQL backed data systems.
Across my career I have built VR & AR experiences, endless runners, strategy, simulations, casual titles, and games for PC and Android. I’m passionate about pushing immersive tech forward— blending strong technical implementation with playful, engaging design.
Some of the relevant skills and technologies I work with.
Designing and implementing core gameplay loops, rapid mechanic prototyping, system balancing, animation & FX integration, input layering and performance optimization across mobile, PC and XR targets.
Proficient in C# for Unity game development; creating gameplay systems, implementing design patterns, and optimizing for Mobile and XR performance.
Leveraging TypeScript for strongly‑typed gameplay logic, tooling layers, networked event systems, reusable UI components, and safer iteration across large interactive codebases.
Building immersive social gameplay spaces: interaction scripting, real‑time optimization, spatial UX, object pooling, and efficient asset pipelines tailored for Horizon Worlds constraints.
Shipped VR and mixed reality experiences— interaction loops, spatial UX, performance tuning, networking and device-specific input adaptation.
Building AR interactions: spatial anchoring, gesture/input mapping, lightweight shaders, performance profiling and UX patterns for handheld & passthrough experiences.
Integrating ML-assisted workflows for enemy behavior tuning, content generation prototypes, data-driven difficulty scaling and rapid validation of gameplay metrics.
Setting up multi-repo CI/CD pipelines, branch strategies, pre-commit automation and code review templates for consistent engineering velocity.
A selection of my latest work in VR, gaming, and interactive development.
Social hub of duels, target shooting and playful spectator interaction set in a stylized western MR world.
Fast multiplayer quickdraw experience— scalable arena, shrinking players, emergent humor and repeatable duels.
Chaos‑driven cooperative cleaning contracts— adaptive tools, mischievous bots and escalating household challenges.
Mini‑games hub built for Meta Horizon Worlds— darts, air hockey, and social hangout vibes in a retro‑cool space venue.
Unity mobile AR app for framing & scaling user images on walls— rapid visualization for interior & art placement.
A Unity ML-Agents system that trains a physics-based car to drive clean, collision-free laps and generalize to new track layouts.
Balanced, adaptive decision‑making for No‑Limit Hold'em using regret‑minimization and opponent modeling.
Fast co‑op/versus platformer with tight movement, elemental abilities and arena‑style objectives.
Unreal prototype focused on responsive shooter feel, Niagara FX and streamlined input.