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.

Brought an open-world game to low-end Windows tablets its engine never supported.

  • Ported the Havok Vision engine to Windows 8.1 from unbuildable source.
  • Cut renderer and memory costs to run on low-end Windows 8.1 tablets.
  • Fixed players falling through the ground by matching physics to the 60Hz update.

Brought platform features and lean downloads to an async PvP strategy game.

  • Traced Windows-only battle-sim desync to .NET float rounding.
  • Built CDN-backed asset delivery: 17MB game installer, tiered content packs.
  • Patched the notification library to own its schedule, enabling state queries.

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.