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E-01Expertise

Game Development

I build games players actually come back to. Getting the install is the easy part, retention is where the real work starts.

Since 2022 11 tools & tech 1 portfolio piece

Anyone can ship a demo that's fun for ninety seconds. The actual job is the boring middle: tuning the loop players return to on day two, day seven, day thirty, long after the trailer footage stops mattering. That's the bar I hold my own work to, and it's the lens I bring to every gameplay system I touch.

Procedural generation is where I spend most of my time, particularly constraint-based approaches like Wave Function Collapse, describing local rules once and letting the algorithm generate content that still feels handcrafted. It's a good match for how I think: define the grammar, then get out of the way and let the system surprise you inside it.

I keep gameplay logic engine-agnostic wherever I can, plain C#, no MonoBehaviours in the core simulation, so it's testable outside the editor and portable if the project ever needs to move. Unity's job is presentation, not the source of truth.

CAPWhat this covers
Gameplay systems architecture and core loop design
Procedural content generation (Wave Function Collapse, constraint solvers)
Multiplayer networking fundamentals — state sync, client prediction
Engine-level tooling and editor extensions for design teams
Performance profiling and frame-budget discipline
STKTools & tech

Engines & Runtimes

UnityCustom C++ tooling

Languages

C#C++

Systems

Procedural GenerationMultiplayer NetcodeAI/ML for gameplay

Pipeline

2D3DShadersEditor Tooling
E-07Where it shows up
  1. Software Engineering Lead · Jowi AR

    Jan 2022 — Jun 2023