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.

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.
