Games
Shipped titles and my contribution.
Voodoo
Built core systems for a live game's move to realtime multiplayer on low-end phones.
- Replaced Quantum physics with a deterministic spatial grid: 10 to 55 fps on phones.
- Built a virtualized spawner for thousands of items, hitting 30 fps on Samsung A10.
- Tackled multiplayer bottlenecks with a culling system: 42 to 54 fps on Samsung A12.
WarDucks
Laid the architecture and core gameplay of a game aimed at preschoolers.
- Created a data-driven puzzle framework with reusable actors and actions.
- Built responsive character and camera controls for two-year-old input.
- Defined architecture: domain-driven features atop library-style layers.
Drove client work on a mobile 4X set on a real-world map, from battles to map tech.
- Built command-based async PvP/PvE battles, resolved server-side, replayed over time.
- Cut player-base scene memory from 1GB to 400MB across asset and bundle passes.
- Architected an offline map tile pipeline, moving generation out of the runtime.
- Established triangle, material, draw-call and animation budgets per device.
Created map systems and drove client performance for a real-world airship MMO.
- Built FSM airship AI enemies after restructuring the player controller for reuse.
- Rebuilt Addressables bundle graph; slowest load: 34s to 2.5s, APK 175MB leaner.
- Built device-tiered quality profiles selected at startup from hardware specs.
- Traced unreproducible disconnections to packet size under VPN encapsulation.
Gameloft
Reworked multiplayer and built new gameplay modes and abilities for the remaster.
- Ran the server on the host console, bringing local play to an online-only game.
- Built a deployable turret ability with server-validated activation currency.
- Implemented a disguise ability, splitting server-held state from the client view.
- Architected a local-wireless lobby replacing matchmaking for local play.
Remade a retired game, owning its architecture and core gameplay.
- Prototyped a Unity remake of the dead C++ title, got it approved and led it to ship.
- Built and co-designed combat mechanics: enemies, stackable power-ups, ultimate.
- Recovered the game feel from the old code; rebuilt movement and camera.
Animactiva
Programmed gameplay and the teacher's classroom controls for an educational game.
- Wrote a collision system for movement feel Flixel's solver would not give.
- Built server-side control of game clients, piggybacking the chat connection.
- Raised the Adobe AIR memory ceiling from the installer to fit large art.


























