Calamity is a 2D top-down sandbox MMORPG featuring action combat, dungeon crawling,
3-player online co-op, and a player-driven economy. Primarily focused on architectural
implementation of the game's UI/UX using reactive programming patterns. Developed
high-performance, dynamic UI systems and managed complex data subscriptions and
aggregation from backend server events via custom server. Integrated rich UI animations,
ensured seamless data binding, and contributed to general client gameplay features, bug
fixes, and system enhancements.
RunCraft is a fast-paced voxel survival runner where players must manage resources,
craft gear, and maintain their hunger levels during the day to battle monsters and
survive the night. Players can choose unique characters and combine their perks to
create a personalized playstyle. The project was developed from scratch—spanning
everything from architecture to app store release—as a full-cycle indie development
effort. It features a complex gameplay loop with dynamic abilities and a progression
system, alongside a robust infrastructure that includes secure leaderboards, an
anti-cheat system, localization, and seamless data migration during updates. In-app
purchases (IAP), ad networks, and deep analytics systems were integrated, while the
engine was meticulously optimized to ensure smooth performance even on decade-old
mobile devices.
Cat Tree is a relaxing casual idle game where players collect, grow, and manage a
collection of unique cats residing on a mysterious expanding tree. Architected and
built the entire codebase independently from scratch within a tight two-week
timeframe, serving as the sole technical developer and mentor for an indie partner.
Implemented a robust modular game architecture utilizing a Service Locator pattern, a
custom UI framework wrapping Unity RectTransform, state serialization for instant
state save/restore, and save file versioning. Integrated complex Spine 2D cat
animations and custom Editor tooling to ensure high performance and smooth visual
feedback.
King's Match 3D is a casual-themed 3D object sorting and triple match puzzle game.
Served as Technical Lead and Core Architect for the project, overseeing end-to-end
technical execution and client communications. Architected scalable game systems
utilizing reactive programming principles and designed the core gameplay architecture
from the ground up. Implemented a custom real-time player chat system powered by
SignalR, managed backend communication pipelines, and established core engineering
standards across the development team.
Pepi Play is a world-renowned franchise of interactive pretend-play mobile games with
over 100 million downloads. Maintained, refactored, and optimized a massive,
decade-old legacy codebase built with custom physics frameworks, proprietary object
management systems, and singleton-heavy architecture. Performed deep technical
investigation and engineering support to ensure operational stability across the app
portfolio. Developed custom Unity Editor tools for automated asset management and
memory footprint reduction, significantly boosting overall project performance and
streamline development pipelines.
SophiaVerse is an ambitious Web3 ecosystem and AI-driven metaverse project merging
interactive storytelling and character gameplay. Designed and developed a custom
desktop game launcher and auto-updater system from scratch. Implemented hash-based
version verification and delta content streaming to minimize download footprints and
automatically update client builds. Additionally worked on client-side memory
profiling, stabilizing heavy multi-asset scenes, and refactoring legacy code to
resolve critical runtime crashes across major milestone releases.
Mercenaries
Mercenaries is an ambitious tactical turn-based strategy game inspired by classic HoMM
gameplay. Developed complex, state-heavy UI/UX systems using reactive programming
patterns (UniRx). Built core strategy management interfaces, including city building
and upgrade trees, dynamic world map interaction screens, and squad management
workflows. Ensured seamless synchronization between backend game state data and
client-side UI representations.
ZiggyVerse was a Web3 creature-collection title featuring monster battling and trading
mechanics. Designed and architected a highly decoupled, pattern-driven UI framework
built on strict OOP principles, SOLID guidelines, and interface abstractions. Created a
flexible system separating data logic from visual presentation, enabling tech artists
to independently configure tab transitions, dynamic layouts, and animations without
code modifications. Successfully streamlined team workflows and engineering standards
before the project was halted due to market shifts.
Jellyvale is a colorful casual puzzle game combining match-style mechanics with
adventure elements. Stepped in as Tech Lead / Consultant to establish a highly
adaptable game architecture capable of supporting rapid prototyping and frequent
requirement shifts without requiring codebase rewrites. Architected modular input and
gameplay event abstraction layers to keep core mechanics fully decoupled. Designed and
implemented a custom pathfinding system by formalizing map layouts into graph
structures and applying an Ant Colony Optimization algorithm to resolve complex
navigation mechanics on early prototypes.