I'm a C# developer and I've spent most of my career making games in Unity.
I was a co-founder for a studio with shipped Editor's Choice mobile and a VR title, then a game programmer on a published Steam release, and now I work across Unity game projects and .NET utilities, leveraging AI tools in places whey they earn their keep.
- PocketMatch — Unity 6 mobile Match-3 prototype: command-queued board, DI via VContainer, Addressables, Firebase analytics and cloud save, LevelPlay ads
- CodeSmellAuditor — Local-first CLI that audits code files and segments against markdown rule packs via Ollama. Streaming critique and timestamped reports
- HoverCar-Derby — Unity NGO multiplayer arena prototype with Relay sessions, hybrid authority, match state machine
- ChronosDesk — Windows tray reminder app with layered .NET design, JSON persistence, and toast notifications
Make a plan, make it work, then make it lean. I like spending time pondering and reviewing how data flows between systems and whether there's a simpler, more efficient and modular shape hiding in what I already wrote.
My modern workflow consists of not only traditional methods and pipelines but also some AI tools for exploration, debugging, drafting, documentation and semi-automated git steps. Judgment and review scale with how much the change actually matters.
Dancing Pandas: Ranger's Path — programmed during previous work stint
Island Delta — published during the founder chapter
C# .NET Unity WPF xUnit GitHub Actions Firebase Netcode for GameObjects VContainer Ollama

