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sgonzalezrozo/README.md

Hi, I'm Santiago González Rozo

Lead Unity Client Engineer | Client Architecture & Technical Leadership

I have 17 years of experience across four studios, shipping six free-to-play games on mobile and PC, including FIFA Rivals and World War Doh. I've led client teams of up to 8 engineers, and I specialize in client architecture, mobile performance, multiplayer systems, and live-ops infrastructure.

📍 Bogotá, Colombia · Full US hours overlap · Open to relocation (EU/UK/US) | santiago.gonzalezrozo@outlook.com

My Open-Source Unity Toolchain

I build and maintain tools that solve architecture and performance bottlenecks in Unity:

  • Fast IoC: A dependency injection framework for Unity with edit-time code generation and no runtime reflection. Benchmarked on four phones in IL2CPP: 3,000 bindings and 1,500 injected objects start in under 125 ms.
  • UI Tweens: A pooled animation engine for Unity UI, built on LeoECS. Benchmarked on four phones: no garbage collections across 17 scenarios.
  • Unity Architecture Agents: Strict MVC architecture rules, Roslyn analyzers, and verification scripts for AI coding assistants (Claude Code, Cursor, Copilot).

Tech Stack

Core: C#, Unity 6, iOS/Android (IL2CPP)
Architecture: MVC, Dependency Injection (Fast IoC, Zenject), ECS (LeoECS), State Synchronization
Performance: Memory Management, GC Allocation Optimization, Addressables
Workflows: Roslyn Analyzers, Code Generation, CI/CD (Jenkins), Claude Code / Cursor

Let's connect on LinkedIn.

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  1. unity-fast-ioc unity-fast-ioc Public

    Code-generated dependency injection for Unity with installer-based bindings.

    C#

  2. unity-architecture-agents unity-architecture-agents Public

    Architecture rules and a working process for AI coding assistants on Unity projects.

    C#

  3. unity-ui-tweens unity-ui-tweens Public

    An ECS-based tween engine for Unity UI, built on LeoECS.

    C#