Senior Developer (Unity Game Engine) at Highstreet (2021-10 – 2026-03)
All of the following was developed in Unity ECS (Dots)
- High-Performance AI Systems: Architected a robust Behavior Tree system within the Unity DOTS (ECS) framework, enabling complex combat and ambient NPC behaviors while maintaining high frame rates for massive agent counts.
- VR Interaction Design: Developed a custom Gesture Recognition system for VR, utilizing spatial data to track hand-drawn inputs for a spellcasting mechanic, integrating UI/UX design principles.
- Full-Stack Integration: Engineered a scalable backend infrastructure to manage player profiles, NPC statistics, and economy data; implemented secure token-based authentication and RESTful API integration for real-time data synchronization, leveraging cloud-based services for scalability.
- Data-Oriented Architecture: Leveraged ECS to optimize data memory layout and parallelize heavy computations, ensuring a seamless experience across VR and high-fidelity environments.
- Collaborated with QA team to diagnose and fix issues across Unity applications.
Developer (Unity Game Engine) at RobocomVR (2021-01 – 2021-10)
All of the following were realistic in-person arcade machines/experiences
- Hardware Integration: Engineered VR racing and paragliding simulations by mapping physical arcade inputs (steering, pedals, and motion seats) to Unity-based virtual environments, leveraging mixed reality concepts.
- Immersive Local Multiplayer: Developed a location-based VR shooter featuring physical-to-virtual room tracking and custom rifle-shaped controller integration.
- Haptic & Motion Systems: Synchronized in-game scene events with real-world motion platforms (lift/elevator mechanics) to enhance player immersion and minimize motion sickness.
- Contributed technical insights to product discussions on AR/VR technologies and customer experience.
Developer (Unity Game Engine) at Personal (Present)
The following are all personal projects that I have developed/currently developing
- Networking Architecture: Implementing a robust multiplayer framework utilizing Steamworks API for lobby management, matchmaking, and peer-to-peer connectivity.
- Backend Logic: Developing core gameplay systems within Unity, focusing on synchronized state management and networked physics.
- Behavior Engineering: Designed complex NPC AI behaviors utilizing a custom Game Director to orchestrate group tactics based on environmental data.
- Sensor Integration: Developed light and visibility sensor systems that allow NPCs to dynamically react to the player's presence and environmental changes realistically.
- Tactical Gameplay: Engineered a turn-based tactics engine featuring a robust grid-based movement system and action-point economy.
- AI Strategy: Implemented a strategic Game Director to manage enemy deployments and turn-based decision-making logic.