Unity generalist, production focused

Broad enough to own the problem

My value is not a long list of isolated technologies. It is the ability to cross the boundaries that appear in real Unity products while keeping responsibilities explicit, testable and maintainable.

01 / Runtime

Gameplay, simulation & game AI

Gameplay systems

Interaction loops, inventory, skills, narrative events, progression, input and UI architecture.

NPC behavior

State machines, steering, decision logic, observable shared state and behavior that can be debugged during production.

Physics & simulation

Runtime constraints, physical interactions, custom integrations, performance-sensitive simulation and deterministic reasoning where required.

Animation & presentation

Animation state, IK, avatar expression, lip sync, rendering pipelines, shaders and synchronized feedback.

02 / Platforms

VR/XR, WebGL, desktop & mobile

XR interaction

OpenXR, XR Interaction Toolkit, hands/controllers, spatial UI, physical controls, comfort and headset lifecycle.

WebGL delivery

Browser launch and authentication bridges, memory limits, streamed assets/audio, focus lifecycle and JavaScript integration.

Platform architecture

Input, services, UI and persistence expressed through clear strategies rather than platform checks spread across gameplay code.

Porting

WebGL ↔ VR and broader cross-platform adaptation across interaction, assets, performance, services and validation.

03 / Production

Performance, diagnostics & editor tools

Profiling and optimization

CPU, GPU, memory, rendering, assets, loading and platform-specific investigation driven by captures and target budgets.

Runtime observability

Structured logs, state inspection, failure boundaries and diagnostics that shorten the path from report to root cause.

Editor tooling

Custom windows, node workflows, content validation and authoring tools designed around the people who operate them.

Codebase ownership

Architecture mapping, incremental refactoring, risk prioritization, documentation, review and stabilization without reflexive rewrites.

04 / Connected product

Networking, services & full-stack integration

Multiplayer

Unity Netcode, Mirror, client-server state, real-time sessions and gameplay integration.

Real-time transports

REST, WebSockets and SSE for state, streamed media and long-running product interactions.

Authentication and data

Secure launch/session flows, quotas, subscriptions, persistence and database-backed operational tools.

Web product layer

TypeScript, Node/Express, Next.js, Prisma and PostgreSQL when Unity is one part of a larger product system.

Engineering workflow

AI-assisted, human-owned

I use modern coding agents for research, codebase exploration, planning, review and implementation support. The engineering responsibility remains human: understand the existing system, verify assumptions, review changes and prove behavior in the real target environment.

This is a workflow advantage, not the product positioning and not a substitute for domain judgment.

A generalist with boundaries

Have a Unity problem that does not fit one job title?

That is often where I am most useful. Send the real problem, not a filtered technology list.