Open to Unity Game Developer and Gameplay Programmer roles.
I am a Unity Game Developer and Gameplay Programmer who turns design ideas into readable, reusable systems. My public work spans tower defence, survival and base building, incremental economies, Minimax opponents, reinforcement learning, and immersive AR/VR experiences.
I care about responsive mechanics, balanced progression, clear architecture, and projects that are easy for both players and teams to understand.
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Gameplay Systems Player feel, combat loops, progression, persistence, game AI, and rapid mechanic prototyping. |
AI & Immersive Tech Unity ML-Agents experiments, AR/VR interaction design, and production-minded tools for game teams. |
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Four-day game-jam tower defence built around elemental tower combinations. Role: Lead Game Developer · Stack: Unity, C# · Play |
2D survival and base defence with day/night waves, construction, upgrades, and object pooling. Stack: Unity, C# · Gameplay |
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Unity 6 single-player Pong with three difficulty modes, position-based rebounds, and persistent local leaderboards. Stack: Unity 6, C#, Windows · Systems: AI paddle, JSON leaderboards |
Food-collection learning sandbox with PPO, GAIL, behavioral cloning, and recorded demonstrations. Stack: Unity, C#, ML-Agents · Demo |
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72-hour alien-planet survival and resource-collection game built by a four-person jam team. Role: Lead Game Developer · Stack: Unity, C# · Play |
Award-winning time-travel puzzle platformer built during the 72-hour Reimagine Game Jam. Role: Developer · Stack: Unity, C# · Play |
| Super Tic Tac Toe | Chai Empire | Vicket |
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| Local multiplayer and a Minimax opponent | Android incremental game with upgrades, automation, and prestige | Forked VR cricket project |
Experience
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Recognition
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I am open to studio roles where thoughtful mechanics, maintainable systems, and player experience matter.
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DEV0910 // GAMEPLAY SYSTEMS // AI & IMMERSIVE TECH