Portfolio
Selected projects where I held significant technical responsibility as Lead or Senior Unity Game Developer. My focus was always on architecture, system design, performance, production stability, and team enablement.
Many of these titles shipped to millions of players or ran as successful live-service games.

Shatterpoint
Led architecture & multiplayer direction for a 3-player NFT battle arena (Blockchain + Unity). Identified critical determinism issues and successfully recommended migration to authoritative server model.

HiLo Clash
Led development of 2-player competitive Hi-Lo card game from prototype to production. Designed lightweight dependency system and optimized for mobile performance.

Shinayu
Built complete hybrid TCG + 3D arena fighting prototype from scratch in 4 months as Lead Developer. Focused on clean, scalable architecture and multiplayer readiness.

Payday: Crime War
Led modernization and performance optimization of a legacy Unity 5.6 mobile FPS under extreme time pressure. Migrated to URP + Addressables and delivered production-ready mobile performance.

Forge of Empires
Core gameplay & Guild Wars systems in one of the largest live-service city builders (50+ developers). Delivered high-impact features with long-term maintainability.

Monster Legends
Gameplay systems and monster AI/combat in a globally successful live-service monster collection game.

Immersive GameBox
Multiple motion-tracked mini-games and session infrastructure for the award-winning Immersive GameBox platform.

Emergency Mobile
Full engine port from OpenGL to DirectX / Windows RT in 3 months as freelance developer — my first major production delivery.

Champions Destiny
Senior Unity Developer on arena-style RPG with hero combat, weapons, and minion fighters. Owned core gameplay systems and battle mechanics under rapid iteration.
All projects shown here were delivered under real production constraints (tight deadlines, live operations, mobile performance, team collaboration).
