Embedded senior engineering
I work inside your team, own complex systems, contribute to technical direction, and keep shipping alongside product, design, art and QA.
Explore the engagementUnity / C# / Remote worldwide
I join teams as an embedded senior engineer, take ownership of complex Unity codebases, and deliver production systems end to end—from gameplay and tooling to platform integration.
Available for selected long-term engagements
How I can help
My core offer is long-term embedded engineering. Project rescue and end-to-end delivery are focused ways to start when a team has an urgent problem or a clearly owned outcome.
I work inside your team, own complex systems, contribute to technical direction, and keep shipping alongside product, design, art and QA.
Explore the engagementI map an inherited or unstable codebase, make risks visible, restore a reliable delivery baseline, and stay to carry the product forward when needed.
See the rescue approachI take responsibility for a feature or subsystem across runtime code, editor tooling, networking and supporting services—not just the first layer of the problem.
See delivery modesWhere I work best
A Unity product rarely fails because one API is missing. The difficult work sits between architecture, content, devices, user experience and production constraints.
Maintainable state logic, interaction systems, physics, simulation and debuggable game AI that designers and engineers can reason about.
Input, spatial UI, platform services, persistence, memory and performance designed as deliberate boundaries instead of scattered conditionals.
Profiling-led investigation across CPU, GPU, memory, assets and runtime behavior, backed by logs and tools that make regressions visible.
Purpose-built Unity tools that replace fragile manual work, encode validation rules and give non-programmers safe control.
Multiplayer, real-time transports, authentication, APIs, streamed media and supporting web services when the Unity runtime is only one part of the product.
Selected evidence
Client work is described at the level permitted by NDA. Public games and academic work provide attributable examples; confidential engagements demonstrate the breadth of problems owned.
Gameplay systems, UI architecture, narrative events, inventory and skill features, production tooling and issue resolution.
Architecture and delivery across Unity runtime, platform-specific interaction, streamed media, real-time services, authentication and operational tooling.
Simulation profiling, remote content, WebGL/VR delivery, multiplayer experiences, in-app authoring and platform-aware persistence.
Independent and academic projects spanning networked gameplay, HLSL rendering, state-driven NPC behavior and HoloLens spatial mapping.
Engineering notes
Practical writing for technical leads and product teams dealing with runtime architecture, interaction, performance and platform change.
Share progress and product intent while desktop and VR own the flow, evidence and presentation each experience needs.
Read the articleConnect HUD, virtual and physical controls without duplicated product logic or recursive feedback.
Read the articleMove state, frame work and teardown to their real lifecycle owners while preserving live behavior.
Read the articleSelected engagements
Send a short note or book a 30-minute fit call. A detailed brief is optional; the first conversation is simply to understand the problem and decide whether I can help.