Unity Game Developer




Service Description
Unity Game Development
I design and build high-quality games and interactive experiences in Unity, backed by years of hands-on engineering across a wide spectrum of genres and platforms.
What I bring to your project:
Simulation — Architecting realistic, data-driven systems with accurate physics, AI behaviors, and complex state management. Whether it's a training simulator, vehicle sim, or systems-level game, I build for performance and fidelity.
Casual & Hyper-Casual — Fast iteration, clean code, and razor-sharp game feel. I understand what makes hyper-casual games addictive — tight loops, satisfying feedback, and optimized builds that ship fast and perform on low-end devices.
VR Development — Immersive experiences built for Meta Quest, SteamVR, and beyond. I handle interaction design, locomotion systems, hand tracking, spatial UI, and the performance constraints unique to VR.
My technical toolkit includes:
C# scripting, SOLID architecture, and scalable code design
Custom shaders & VFX (Shader Graph, HLSL)
Optimization: profiling, draw call reduction, LOD, memory management
Multiplayer & networking (Photon, Unity Netcode, Mirror)
CI/CD pipelines and platform publishing (iOS, Android, PC, Quest)
I work best with founders, studios, and product teams who want a senior engineer who thinks about the game, not just the code. I'm as comfortable whiteboarding a system design as I am diving into a performance bottleneck at 2 AM before launch.
Let's build something worth playing.
Technology Used
Engine & Core
Unity (LTS & latest), C#, Unity DOTS/ECS, Shader Graph, Visual Effect Graph
Platforms & Deployment
Mobile — iOS & Android, optimized for touch input, battery efficiency, and low-end device performance; App Store & Google Play publishing
WebGL — Browser-based builds with optimized load times, memory budgets, and cross-browser compatibility; embedded in web apps or standalone portals
PC — Windows & Mac standalone builds, Steam integration (Steamworks SDK, achievements, leaderboards), high-fidelity rendering pipelines
VR — Meta Quest (standalone & PCVR), SteamVR, OpenXR standard
Rendering & Graphics
URP, HDRP, custom shaders (HLSL), post-processing, lightmapping, LOD systems
Physics & Simulation
Unity Physics, Havok Physics, custom deterministic simulation layers
Networking & Backend
Photon Fusion/PUN, Unity Netcode for GameObjects, Mirror, PlayFab, Firebase
Optimization & Profiling
Unity Profiler, Memory Profiler, GPU Instancing, occlusion culling, texture atlasing, asset bundle management
DevOps & Pipeline
Unity Cloud Build, GitHub Actions, Plastic SCM, automated testing (Unity Test Framework)
Frequently Asked Questions
Q: Can you work on an existing Unity project, or only start from scratch?
A: Both. I regularly audit and refactor legacy Unity projects, fix performance bottlenecks, and extend existing systems — as well as architect new games from the ground up.
Q: Do you handle the full development cycle or specific phases only?
A: I can cover the full cycle — prototyping, production, optimization, and publishing — or plug into a specific phase like pre-launch optimization or platform porting.
Q: Can you work with a remote team or as a solo contractor?
A: Yes to both. I'm experienced working asynchronously with distributed teams using Git, Plastic SCM, Jira, and Slack, and equally comfortable owning a project end-to-end independently.
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