About
I am a Lead Unity Game Developer focused on building reliable, scalable game systems and guiding projects from early prototype stages into stable, production-ready products. My work combines hands-on engineering with technical leadership, planning, and decision-making under real-world constraints.
Foundation
My professional background predates modern game engines. I earned a Bachelor degree in Technical Informatics in the mid-1990s and began my career working on industrial CAD/CAM systems for pipe construction and fabrication.
These systems were data-heavy, precision-critical, and tightly coupled to real-world production processes. I worked on database-driven applications, geometry processing, and automation software where correctness, performance, and long-term maintainability were non-negotiable.
My exposure to game development began long before modern engines and tooling existed. As a child and teenager, I programmed on 8-bit and 16-bit home computers such as the Atari 800, Commodore 64, Commodore Amiga, and Atari ST.
At that time, game development meant working directly against severe hardware constraints: limited CPU cycles, fixed memory budgets, and highly restricted graphics and audio pipelines. Optimization was not an afterthought, but a fundamental requirement to make anything run at all.
This early experience shaped a deep intuition for performance and resource budgeting that still applies today. It allows me to realistically assess the processing capabilities of mobile devices and consoles, anticipate bottlenecks early, and make informed trade-offs between visual fidelity, gameplay systems, and runtime stability.
Why This Still Matters
That early exposure shaped how I approach software today. I am comfortable thinking in terms of data flow, system boundaries, and failure modes, and I naturally design with production realities in mind rather than idealized abstractions.
Many of the problems encountered in modern game development—state management, synchronization, tooling, and performance—are variations of challenges I have been solving for decades in different domains.
Game Development Focus
I later transitioned fully into game development, where I found a domain that combines complex technical systems with creative problem-solving. Over the years, I have specialized in Unity-based projects, working on gameplay systems, architecture, multiplayer features, backend integration, and performance optimization.
Today, I operate primarily in Lead and Senior roles, supporting teams through planning, estimation, and technical direction while remaining deeply involved in implementation where it matters most.
How I Work Today
I prefer environments where clear ownership, trust, and accountability are valued over process for its own sake. I work remote-first and collaborate effectively across distributed teams, focusing on outcomes rather than presence.
My goal is not just to ship features, but to leave projects in a healthier state than I found them—technically, structurally, and organizationally.
Creative Work
In parallel to my technical career, I am also involved in creative projects such as writing and world-building. While these are explored separately, they continuously inform my understanding of gameplay, pacing, and player experience.
Professional Structure
I operate professionally through Cat & Monkey BITES LLC, a U.S.- registered company based in Florida. This structure allows me to work with international teams and studios in a clear contractual and operational framework.
The company exists to support professional collaboration and delivery; technical direction and responsibility remain with me personally.
