About
I specialize in taking complex games from the very first prototype all the way to stable, high-performance live operation with millions of players. My strength lies in clean architecture, extreme performance optimization, technical leadership and delivering production-ready systems.
Early Foundation: 8-Bit, 16-Bit & Assembler
My journey started in the mid-1980s on 8-bit and 16-bit home computers (Atari 800, Commodore 64, Amiga, Atari ST). I programmed directly in assembler and machine code, fighting against severe hardware constraints: tiny CPU cycles, fixed memory budgets and highly restricted graphics/audio pipelines.
This early hardware-near experience gave me an intuition for performance and resource management that still shapes every decision I make today — whether I’m optimizing Unity mobile games or working with low-level C++ engines. I instinctively anticipate bottlenecks, make realistic trade-offs and write code that runs efficiently even under tight constraints.
C++ Expertise (1995–2017 and beyond)
For over 20 years I worked almost exclusively in C++: custom game engines, embedded systems, database-driven CAD/CAM applications (PipeFab, IsoFab, TractoFab) and later cocos2d-x at InnoGames (Forge of Empires). Modern C++ (C++11/14, STL), low-level optimization and memory management are second nature to me.
Intense C# & Unity Expertise (last 10+ years)
Since 2017 I have been deeply immersed in Unity and C#, shipping 13 commercial Unity titles — many of them as Lead Developer. I have built and led complex gameplay systems, multiplayer architectures, backend integrations, performance-critical mobile games (hyper-casual Merge & Match-3 titles) and production pipelines that reached millions of daily players.
I am extremely comfortable with modern Unity architecture (ScriptableObjects, Addressables, DOTS/ECS patterns, Cinemachine, Netcode, etc.) and have developed a very strong sense for scalable, maintainable and production-ready C# code.
Current Focus as Lead
- Technical architecture & system design from scratch
- Team leadership (3–8 developers): planning, estimation, code & design reviews, mentoring
- Hyper-casual & mid-core production (Merge, Events, Match-3, Multiplayer)
- Extreme performance & optimization (memory, load times, mobile & console)
- Daily use of AI tools (Cursor) to accelerate development and quality
How I Work
Fully remote for over 10 years. I thrive in flat, trust-based environments with fast decisions and clear ownership. My goal is always to leave every project technically, structurally and as a team in a significantly better state than I found it.
Professional Structure
I operate through my own company Cat & Monkey BITES LLC (Florida, USA). This allows clean, professional collaboration with studios worldwide — whether as full-time employee or B2B contractor.
