Senior Game Engineering/Full-Stack Developer with 10+ of experience dedicated solely to the
craft of Game and Web
development. My career began in the code trenches and evolved into strategic leadership, driven
by a passion for creating deeply engaging player experiences.
My core expertise lies in end-to-end game creation across multiple platforms and genres. I
architect and build games using the industry's leading engines and frameworks, including Unity, Unreal
Engine,
Godot, Cocos
Creator, Pixi.js and Phaser.js. For Playable Ads, I leverage high-performance
frameworks
like Pixi.js, Phaser.js, Cocos
Creator, Three.js and Luna/Unity to deliver rich, interactive experiences.
I have directed technical vision for titles that pushed creative and technical boundaries,
specializing in implementing:
Years of
Happy
Complete
C/C++
100%
C#
100%
Java
98%
Unity
95%
Unreal Engine
85%
Cocos Creator
95%
Gamesalad
95%
Python
90%
Pixi.js
95%
HTML5 Canvas
100%
Cocos2dx
98%
WebGL
95%
SmatFoxServer
90%
Node JS
95%
Photon
95%
World Machine
90%
Lua
85%
Javascript
100%
Phaser
85%
TypeScript
85%
Godot
95%
KBEngine
85%
Nakama
80%
Solidity
80%
DevOps
80%
Docker
80%
Firebase
80%
ReactJS
90%
Rust
80%
Golang
80%
Socket io
95%
Defold
85%
Corgi Engine
85%
Colyseus
85%
Luna
85%
Construct
85%
Flutter
85%
Dart
95%
Expo
75%
PostgreSQL
85%
Ether.js
80%
Telegram API
90%
Capacitor
75%
Firestore
80%
Redis
80%
AWS EC2
85%
React Native
80%
GraphQL
80%
GameSparks
80%
PlayFab
80%
Mirror
85%
Simeck Entertainment | 2025 - present
- Directed core gameplay for "Fat Butters' Jetpack Ride" in Unity 6, collaborating with the Co-Founder to implement physics-based 2.5D mechanics that defined the game's feel. - Architected modular character control and physics systems in C#, optimizing performance to maintain 60 FPS across target platforms. - Managed development workflow using Notion as a ticketing system—tracking tasks, prioritizing bugs, and streamlining sprint planning with the team. - Served as Merge Master, establishing GitHub branching strategies and PR review standards that reduced merge conflicts by ~20%. - Debugged critical gameplay and physics issues to ensure stable milestone builds and on-time delivery. - Mentored developers through code reviews and Unity best practices, raising team technical proficiency and velocity. - Built the company website from Figma designs using React/Vite/Tailwind and a Node.js/Express/MongoDB backend. - Enhanced UX with custom animations and interactive elements, increasing user engagement and session duration. - Engineered and deployed a secure backend API, achieving 99.9% uptime post-launch on Hostinger. - Facilitated cross-team collaboration by aligning technical tasks in Notion with creative goals—improving transparency and iteration speed.
Moonmana Company | 2019 - 2023
-Boosted "Aries" RPG frame rates by 23% in Unreal Engine using optimized C++ rendering algorithms. -Enhanced "PowVista" in Unity with complex C# physics and AI, earning industry acclaim for gameplay. -Led "Mus" Card Game's engineering with Python and JavaScript, achieving 60,000+ concurrent players. -Improved online game backend speed by 11% and uptime to 94% using Java. -Reduced "Frontline Tactics" lag by 29% with Photon and JavaScript for better multiplayer sync. -Increased "Fight Club" user engagement by 13% with a NodeJS and GraphQL backend. -Automated "Pokeone's" AWS EC2 cloud migration with Docker and Terraform, enhancing scalability. -Upgraded "Knight's Legacy" performance by 13% by transitioning to Godot Engine and optimizing GDScript. -Raised "AstraMyth" engagement with procedurally generated content in Godot using C#. - Built multiple 2D games in Cocos Creator, including Mus (Spanish card game), Chinese Checkers, Craps, and Othello, focusing on smooth gameplay and engaging user experience. - Developed a 2.5D robot card battle game in Cocos Creator, leveraging custom mechanics and animations to deliver dynamic and visually appealing gameplay. -Boosted team productivity by 12% with Godot GDScript training, cutting developer ramp-up by 8%. -Secured "Aries" in-game transactions with a Solidity blockchain item verification system. -Implemented DevOps for "Aries" with Jenkins and Kubernetes, enabling daily updates without downtime. -Increased "WhotAfrica" player lifetime value by 31% using Python for personalized ML content. -Achieved 98% data availability in "Aries" with optimized MongoDB and SQL databases. -Streamlined asset production in Blender, ZBrush, and Maya with Python, improving efficiency by 4%. -Improved "Warrior's Eclipse" stability with thorough C# and C++ code reviews, mentoring junior engineers.
Atooi | 2015 - 2019
-Built "Mutant Mudds" backend in Unity with C# and AWS Lambda, achieving 94% uptime and scalable multiplayer. -Enhanced "Blur" matchmaking with Photon and C#, cutting wait times by 16%. -Designed scalable server logic for "World of Warcraft: Mutant Mudds" in Unreal Engine with NodeJS, supporting thousands of players. -Improved "Mutant Mudds" multiplayer backend with SmartFoxServer and Golang, boosting response times by 29%. -Developed dynamic economies in "Mutant Mudds" using C++ and RESTful APIs, increasing in-app purchases by 10%. -Managed high-throughput databases for "Mutant Mudds" with MongoDB and SQL, ensuring data integrity. -Integrated Google Cloud and Docker for "Xeodrifter" cutting costs by 25%. -Accelerated game releases with Azure DevOps CI/CD, using PowerShell and YAML to speed up cycles by 20%. -Enhanced "Xeodrifter" multiplayer sync with WebSockets and Socket.io, improving engagement. -Boosted server scaling for "Xeodrifter" with Python and AWS EC2, enhancing efficiency by 15%. -Programmed AI NPCs for "Technotown" in Unreal Engine using Blueprints and Lua for complex behaviors. -Implemented PlayFab for "Totes the Goat" with TypeScript, automating progression tracking and increasing users by 10%.
Watson Creative | 2012 - 2015
-Orchestrated "Wolfenstein RPG" development in Unity and Cocos 2d-x, boosting session lengths by 8%. -Boosted "Runner's Rift" retention by 6% with advanced C# and JavaScript game mechanics. -Built Java multiplayer back-ends with chat and leaderboards for thousands of users. -Created engaging 2D games with Phaser.js, focusing on intuitive mechanics and visual storytelling. -Increased "Doom || RPG" user ratings by 21% using Unity for physics and animation. -Achieved 97% stability for "MindBend" with HTML5 and WebGL, ensuring smooth gameplay. -Scripted AI and combat for a strategy game in GDScript with Godot, enhancing rapid prototyping. -Designed creative "Color Rush" levels with Godot, earning praise for ingenuity. -Boosted "Runner's Rift" to top 10 Steam indie rank with Photoshop and Blender for environments. -Reduced "Wolfenstein RPG" onboarding time by 30% with Figma-designed intuitive UI. -Authored modular code for an open-world game, cutting load times by 18% and drop-off by 13%. -Sped up "Knight's Journey" development by 32% using PixiJS and Corgi Engine. -Improved daily users by 4% with a Vue.js settings menu for better engagement. -Implemented Agile and Git, doubling deployment frequency and halving rollbacks, boosting efficiency.