Unity Developer at Not Boring Company (2024-03 – 2026-04)
Full Time
- Led an 8-person cross-functional remote team building a polished alpha for an idle roguelike adventure with auto-battle, narration, minigames, dialogue, and entity progression systems; the project won the MBX Hack The Fun Competition securing a publishing deal and prizes.
- Architected a readable and robust event-driven auto-combat enabling multi-phase ability triggers and interruption.
- Implemented flexible ability system, allowing it to be attached to almost any component in the game enabling rapid implementation of this system across elements of the game in collaboration with other Unity Devs.
- Built designer-friendly dialogue and entity stat tools, improving designer implementation speed for narration sets and stat progression by roughly 50%.
- Through texture optimizations, Reduced Android/iOS build output size by roughly 70% and cut scene memory usage by about 80% using Addressables, keeping the game at 60 FPS on iPhone SE 2020 over long play sessions.
- Built a 3D multiplayer racing game as the sole Unity developer, covering menus, gameplay, draw-your-wheel input, vehicle physics, multiplayer sync, polish, and WebGL publishing.
- Reduced observed multiplayer sync latency by up to 95% and removed visible gameplay stuttering, maintaining stable 60 FPS on WebGL platform for physics-heavy real-time racing.
- Integrated Unity gameplay with blockchain smart contract operations; the project won Base Onchain Summer 2024 and generated 2 ETH in prize revenue.
- Developed an Infinite Craft-inspired word-combination game for Reddit Devvit, using AI-generated recipes when combinations were missing from the local recipe database.
- Reduced WebGL output size by roughly 80% and mentored a mid-level developer on Redis, Devvit SDK integration, Unity WebGL.jslib bridging, and 3rd party web SDK communication.
Unity Developer at Mata Panda Games (2026-05 – Present)
Part Time
- Accelerated end-to-end development using agentic AI, single-handedly shipping a fully playable, highly polished WebGL acrostic game complete with standard UI/UX tweening and satisfying feedback in under a week.
- Architected a multi-stage AI pipeline utilizing local models (like Gemma 4B) to sequentially generate difficulty specs, word pools, and trivia, concluding with an AI-scripted Python assembler that outputs 50–100 validated JSON puzzles in roughly 30 seconds.
- Built full-stack internal R&D tools, creating a companion webapp and in-game admin mode connected via API, which eliminated the design-to-engine bottleneck and allowed the producer to audit and deploy daily content without touching the Unity editor.
- Optimized data architecture for rapid loading, structuring a database of over 3,000 AI-generated puzzles into a highly efficient 3MB JSON payload, achieving near-zero latency without the overhead of heavy asset management frameworks.
Senior Unity Developer at Mirai Mimpi (2016-11 – 2024-03)
Full Time
- Led a 4-person cross-functional remote team, owned 20+ features including Turn-Based physics trajectory system, realtime multiplayer, and backend integrations which helped the game go through alpha and beta phase achieving above-target retention metrics.
- Helped land a 250 mio+ IDR publishing deal after the game achieved above-target D1, D3, and D30 retention metrics in its pre-alpha phase.
- Implemented synced multiplayer bounce and trajectory simulation for fast-moving entities, eliminating visible stutter while preserving movement accuracy and reducing network data usage by roughly 90%.
- Reduced Android APK size by roughly 60% with no noticeable quality loss, maintaining stable 60 FPS on low-end devices.
Unity Developer at Mintsphere (2020-01 – 2023-12)
Part Time
- Built Unity games from scratch under tight deadlines using 3rd party asset frameworks, customizing systems for project-specific gameplay, UI, and platform needs.
- Developed a cloud-based dialogue importer integrated with Unity Timeline, helping writers, animators, and cutscene creators work with less programmer dependency.
- Delivered visual novel and pixel-art game features with focus on narrative flow, UI polish, lightweight tools, and production-friendly workflows.
Game Developer at Various (2016-01 – 2024-03)
Additional work
- Helped develop a game as a pre-requisite for earning a pre-seed funding worth >$200 mio IDR post achieving agreed upon retention metrics.
- Led Unity development across 40+ games over 8 years, covering mobile, WebGL, multiplayer, VR, visual novels, SDK integrations, with rapid prototyping methodology.
- Built 30 games in 30 days for mobile, wearable, and VR platforms; 15 won online competition awards.