Cat & Monkey BITESAlexander Meyer

Technical Expertise

This page provides a concrete overview of my technical capabilities and hands-on experience. It is intended as a practical reference. Architectural reasoning and decision-making philosophy are covered in the Approach and Systems sections.

Abstract system architecture and decision flow

Unity Engine

  • Gameplay systems and core architecture
  • Scene and state management
  • ScriptableObjects as data contracts and configuration
  • Animation system integration (Animator, state machines, blending)
  • Performance profiling and optimization
  • Memory management and garbage collection awareness
  • Cross-platform development (mobile, PC, console considerations)

Gameplay & Feature Development

  • Player controllers, abilities, and progression systems
  • Economy, reward, and inventory systems
  • UI architecture using MVC / MVP-style patterns
  • Save and load pipelines
  • Input handling and abstraction
  • Feature iteration from prototype to production

Backend & Online Features

  • PlayFab integration (authentication, inventory, economy, CloudScript)
  • Azure-based backend services (Functions, App Services, storage, SQL)
  • Backend authority and server-side validation
  • Firebase (authentication, hosting, functions, analytics)
  • Social login flows and platform identity handling
  • Backend-driven configuration and feature flags
  • Live-ops support and data-driven updates

Multiplayer & Networking

  • Client-server authority models
  • State synchronization and prediction concepts
  • Multiplayer framework evaluation and selection
  • Experience with Photon PUN, Fusion, and Quantum
  • Matchmaking flows and session lifecycle handling
  • Latency, cheating, and abuse considerations

Performance & Optimization

  • CPU and GPU profiling using Unity tooling
  • Reducing allocations and runtime spikes
  • Asset loading strategies and memory budgeting
  • Texture atlases and draw call optimization
  • Balancing performance against development velocity

Rendering & Visual Systems

  • Unity rendering pipelines (URP and HDRP)
  • Material and shader integration
  • Shader Graph usage and limitations
  • Particle systems and VFX Graph integration
  • Lighting setup and performance considerations
  • Debugging rendering and visual artifacts
  • Collaboration with artists on visual pipelines

Unity Tooling & Editor Extensions

  • Custom editor tools using Unity’s Editor API
  • Custom inspectors and property drawers
  • Editor windows for workflow automation
  • Validation tools and data consistency checks
  • Authoring tools to support designers and artists
  • Build-time and editor-time tooling separation
  • Reducing production friction through internal tools

Testing & Validation

  • Unit tests for critical game logic and systems
  • PlayMode and EditMode testing using Unity Test Framework
  • Testing data transformations and business rules
  • Regression protection during refactors
  • Separation of testable logic from engine-dependent code
  • Pragmatic test coverage focused on risk areas

Production Tooling & Pipelines

  • Addressables setup and correct usage patterns
  • Environment separation (development, staging, production)
  • Build pipelines and release preparation
  • Feature toggles and controlled rollout strategies
  • Debug tooling vs production safety considerations

My focus is not on isolated tools, but on how these elements work together to support stable development, predictable delivery, and long-term maintainability.

© 2026 Alexander Meyer · Cat & Monkey BITES LLC · Informational use only · No confidential or proprietary information disclosed