Portfolio
The following projects represent a selection of games where I held significant technical responsibility. My role typically focused on architecture, system design, performance, and production stability.

Forge of Empires
Large-scale live-service city builder (50+ devs). Delivered core gameplay features including Guild Wars with production-grade stability and maintainability.

Monster Legends
Live-service monster collection & battle game. Focus on gameplay feature development and monster AI/combat behavior in a mid-sized production team.

Champions Destiny
archivedArena-style RPG combat game with heroes, weapons, and minion fighters. Implemented gameplay and battle systems under rapid iteration.

Emergency Mobile
First freelance project. Ported a C++ in-house engine from OpenGL to Windows RT / DirectX within 3 months for a 2D isometric catastrophe-management game.

Payday: Crimewar
archivedMobile 4v4 FPS with dedicated servers (up to 8 players/bots). Modernized a legacy Unity codebase and optimized performance/memory for mobile production.

Shinayu
in progressHybrid trading card + board game with RPG progression and 3D arena battles. Built the prototype from scratch in 4 months, focused on clean systems and multiplayer readiness.

Shatterpoint
archived3-player session-based multiplayer battle arena with RPG-style progression and monetization. Led architecture and multiplayer direction, including framework evaluation and corrective recommendations.

HiLo Clash
archived2-player multiplayer Hi-Lo card game with ranking. Explored DI trade-offs (Zenject vs lightweight patterns) and stability/performance under mobile constraints.

Immersive GameBox
Interactive group gaming experience where players step inside motion-tracked game rooms and become the controller.
