Evidence, with clear boundaries

Public work and confidential depth

Most recent client work lives in private repositories and is protected by NDA. This page separates attributable public projects from anonymous descriptions of the engineering problems I have owned.

Public projects

Work I can name

Commercial, independent and academic projects with public attribution. Links lead to product or project pages outside this site.

2021–2023Game ProgrammerSteam / PC

Alaloth: Champions of the Four Kingdoms

Commercial Action-RPG work spanning gameplay systems, UI architecture, inventory and skills, narrative events, editor tooling and production issue resolution with design and QA.

  • Unity
  • Gameplay
  • UI
  • Tools
View on Steam
2020–2021Gameplay & Network ProgrammerPC / Online

Apocalypse Rangers

Mirror-based client-server multiplayer, online gameplay systems and custom HLSL toon and terrain rendering. New Game Designer 2020, 3rd Place Online.

  • Mirror
  • Networking
  • HLSL
Watch trailer
2019–2020AI & Gameplay ProgrammerPC / RTS hybrid

Hell for One

NPC decision logic, state machines, steering behavior, reusable actions and scalable battle spawning. New Game Designer 2020, 1st Place Offline.

  • Game AI
  • State machines
  • Steering
View on Itch.io
2018–2019Sole developerMicrosoft HoloLens

RuNeglect

Computer Science thesis project: a rehabilitative AR application using spatial mapping, object pooling and gameplay that adapts to the geometry of the room.

  • HoloLens
  • AR
  • Spatial mapping
About the academic path

Confidential client work

Problems I can describe, products I cannot

No names, screenshots, repository links, distinctive metrics or implementation details that could identify a client.

01

Cross-platform Unity product

Owned architecture across desktop, WebGL and VR; runtime state, spatial interaction, avatar behavior, streamed audio, platform services, diagnostics and supporting web/backend flows.

  • PC / WebGL / VR
  • Real-time services
  • Full stack
02

Enterprise simulation & immersive R&D

Profiled performance-sensitive simulation, delivered WebGL/VR experiences, remote content, multiplayer, in-app authoring and platform-aware persistence under enterprise constraints.

  • Simulation
  • Performance
  • Authoring tools
03

XR interaction & physical controls

World-space interfaces, tracked input, hardware-aware controls, interaction feedback, device state and runtime systems designed for use inside an immersive product.

  • XR
  • Spatial UI
  • Input

Career context

Production across different kinds of Unity

2025–present

Independent Senior Unity Engineer

Confidential international client work across cross-platform Unity products and connected services.

2023–2026

Capgemini Engineering

Unity R&D for confidential enterprise clients: simulation, immersive experiences, platform porting, content delivery and custom tooling.

2021–2023

Gamera Interactive

Commercial game production on Alaloth: gameplay, UI, content tooling and production support.

Need a closer match?

Ask about the problem, not the client name.

I can discuss relevant patterns, responsibilities and tradeoffs without exposing confidential work.