Embedded senior engineering
I work inside your team, own complex systems, contribute to technical direction, and keep shipping alongside product, design, art and QA.
Explore the engagementUnity / C# / TypeScript / Remote worldwide
I join teams as an embedded senior engineer and deliver production systems end to end: Unity gameplay, VR and tooling on the client, and the TypeScript backends, APIs and web apps behind them.
5+ years of professional Unity/C# experience, including Alaloth, RaceClub for Sandbox VR, enterprise R&D at Capgemini Engineering and technical leadership at Squircle Games.
Available for long-term engagements and focused projects
How I can help
My core offer is long-term embedded engineering, in Unity or on the web stack. Project rescue and end-to-end delivery are focused ways to start when a team has an urgent problem or a clearly owned outcome.
I work inside your team, own complex systems, contribute to technical direction, and keep shipping alongside product, design, art and QA.
Explore the engagementI map an inherited or unstable codebase, make risks visible, restore a reliable delivery baseline, and stay to carry the product forward when needed.
See the rescue approachI take responsibility for a feature or subsystem across runtime code, editor tooling, networking and supporting services—not just the first layer of the problem.
See delivery modesTypeScript services and web apps, standalone or behind a game: Node and NestJS APIs, real-time WebSockets and socket.io, auth and sessions, PostgreSQL with Prisma, and React or Next.js frontends.
Discuss a web projectWhere I work best
A Unity product rarely fails because one API is missing. The difficult work sits between architecture, content, devices, user experience and production constraints.
Maintainable state logic, interaction systems, physics, simulation and debuggable game AI that designers and engineers can reason about.
Input, spatial UI, platform services, persistence, memory and performance designed as deliberate boundaries instead of scattered conditionals.
Profiling-led investigation across CPU, GPU, memory, assets and runtime behavior, backed by logs and tools that make regressions visible.
Purpose-built Unity tools that replace fragile manual work, encode validation rules and give non-programmers safe control.
Multiplayer, real-time transports, authentication, APIs, streamed media and supporting web services when the Unity runtime is only one part of the product.
LLM integration, TTS/STT, streamed audio and character presentation, with explicit handling of async state, interruption and platform differences.
Extensive coding-agent use, supported by focused repository context, reviewable tasks, code review and automated validation. Senior ownership stays with me.
Selected evidence
Named engagements and public projects show where I have contributed. Descriptions stay at the level permitted by NDA: responsibilities and engineering scope, without private code or product details.
Integrated UI Toolkit into runtime menus and HUD systems, connected interfaces to gameplay state, and delivered gameplay features, cross-device input and interaction feedback.
Gameplay systems, UI architecture, narrative events, inventory and skill features, production tooling and issue resolution. The game passed 10,000 Steam wishlists.
Hands-on architecture, gameplay, character systems and tooling alongside LLM/TTS/STT and Meta Quest interaction, plus the product's TypeScript/Prisma backend: auth, subscriptions and a PostgreSQL migration.
A physics and simulation refactor took a key scene from 10 FPS to a stable 60. Also remote content, WebGL/VR delivery, multiplayer and in-app authoring.
Independent and academic projects spanning networked gameplay, HLSL rendering, state-driven NPC behavior and HoloLens spatial mapping.
Engineering notes
Practical writing for technical leads and product teams dealing with runtime architecture, interaction, performance and platform change. All articles
A practical Unity architecture for LLM responses, TTS/STT, streamed audio and interruption across desktop, WebGL and VR.
Read the articleHow to use coding agents on Unity projects with focused context, scoped changes, prefab-aware review and Editor and target-device validation.
Read the articleShare progress and product intent while desktop and VR own the flow, evidence and presentation each experience needs.
Read the articleLet's talk
Send a short note or book a 30-minute fit call. A detailed brief is optional; the first conversation is simply to understand the problem and decide whether I can help.