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Riza Resnick

Riza Resnick

Senior Unity Engineer | XR, Multiplayer Networking & Immersive Systems

Talent
Portland, ORMember since June 27, 2026
C#SQLLuaUnityMeta XR SDKUnity RelayMultiplayer networkingSession managementMatchmakingSDK developmentGameplay systemsVRARMeta QuestXR UI systemsHand trackingGesture recognitionUnreal Editor for FortniteRobloxRec RoomRapid prototypingStakeholder communication
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C#SQLLuaUnityMeta XR SDK

About

Senior Unity/XR engineer with 12+ years in Unity development and 10+ years in C#, bringing 16 shipped games and immersive experiences to market across VR, AR, sports, educational, and client-driven interactive products. Specializes in multiplayer networking architecture, Unity Relay migrations, session management, XR UI implementation, hand tracking, gesture recognition, locomotion, SDK development, player telemetry, and production-ready XR interaction systems. Credits include Pro Era 22, YUR.Watch/YUR.SDK, Innerworld, CurioXR, Synth Riders / Final Fury work, Adventure Science Center VR Lab, USAA and AT&T activations, Walmart Land, and Doublemint Gum metaverse experiences.

Technical lead comfortable owning architecture, hands-on Unity/C# implementation, design documentation, client/stakeholder communication, and multidisciplinary team leadership up to 30 people.

Experience

Founder and Technical Lead - Elven Dynamics LLC - Portland, OR

(2024-11)

  • Lead an independent immersive development studio focused on VR, adventure-game, tools, and experiential systems built around embodied interaction and long-term maintainability.
  • Direct concept-to-production work across gameplay systems, XR interaction design, Unity implementation, project scoping, technical documentation, and client/stakeholder communication.
  • Build prototype-to-production workflows for immersive games and tools while maintaining scope discipline, implementation clarity, and cross-discipline execution.

Contingent Worker - Meta - Portland, OR

(2025-05 - 2026-01)

  • Worked on NDA-bound XR UI systems translating Figma interface designs into spatial XR implementations for a production Meta environment.
  • Partnered with design and technical stakeholders to preserve visual intent, interaction fidelity, platform constraints, and iteration quality across immersive UI workflows.

Unity Network Architect / Lead Developer - Curio XR - Portland, OR / Remote

(2024-03 - 2024-09)

  • Re-architected multiplayer networking by migrating the application from dedicated-server infrastructure to Unity Relay, improving real-time XR session efficiency by 20% and reducing session errors by 30%.
  • Led development of scalable multiplayer, session management, and player interaction systems for a Meta Quest-class XR application; partnered with design and engineering to improve feature integration accuracy and project alignment by 25%.
  • Implemented Meta XR SDK hand tracking, gesture-based interactions, and gesture locomotion patterns, including closed-fist pull movement for hands-only navigation.
  • Owned architecture decisions for networked player sessions, real-time interaction reliability, and production deployment constraints.

Lead Experience Designer - Journey LTD - Remote

(2022-08 - 2023-09)

  • Led design and coordination for client metaverse and VR projects across Unreal Editor for Fortnite, Roblox, and Rec Room, including Walmart Land and Doublemint Gum experiences.
  • Organized a multidisciplinary Rec Room project team of artists, sound designers, and engineers; conducted recurring one-on-ones to resolve blockers and maintain delivery quality.
  • Used C#, SQL, and Lua scripting to support codebases, gameplay features, and client-facing interactive functionality under deadline pressure.

Lead Multiplayer Engineer / Multiplayer Game Engineer - StatusPro - Remote / Studio

(2021-04 - 2022-08)

  • Owned Unity multiplayer systems for Pro Era 22, including networking architecture, startup app flow, game-data save/load, matchmaking/social features, and multiplayer game modes for licensed VR football.
  • Built, tested, and maintained multiplayer functionality across a growing Unity codebase, addressing VR physics, real-time player interaction, and sports gameplay constraints.
  • Designed configurable backend connections so multiplayer systems could operate across multiple server environments; implemented anti-cheat functionality, blacklisted-word filtering, and a private player-telemetry API.
  • Collaborated with design, engineering, and QA teams to optimize multiplayer game modes, improving network performance by 15%.

Senior VR Designer - Kluge Interactive - Remote

(2020-07 - 2021-04)

  • Contributed to early ideation, prototyping, and design for Final Fury and unannounced VR titles, including spatialized music-composition and mixing systems.
  • Designed VR-native instruments and immersive creative interfaces; rewrote selected Synth Riders core feature functionality without disrupting expected player experience.

Senior Unity Developer - YUR - Portland, OR

(2020-01 - 2020-06)

  • Designed and developed YUR.Watch, a VR wrist-based workout tracker for real-time biometric and performance feedback, including calories, squats, and activity metrics.
  • Created YUR.SDK from the existing workout-tracking codebase, enabling third-party VR developers to integrate fitness tracking into their own games and experiences.
  • Produced user and technical documentation for SDK and watch systems; incorporated community feedback into future product updates.

Chief Creative Officer / Unity Engineer - Innerworld - Nashville, TN / Remote

(2018-11 - 2019-11)

  • Led design and development of Innerworld, a VRMMO-style cognitive-behavior therapy platform using gamified VR to support mental health experiences.
  • Defined avatars, worlds, graphical interface, interaction patterns, and creative direction while collaborating with psychologists, founders, consultants, 3D artists, and interns.
  • Implemented user-created event scheduling for meetings and talks; supported platform decisions related to HIPAA-sensitive user-data protection.

Experience Director - BlackBox Realities - Nashville, TN

(2017-07 - 2018-11)

  • Directed VR experiences for clients including Adventure Science Center and USAA, using rapid prototyping to deliver interactive science-based and business-focused immersive experiences.
  • Led a multidisciplinary team of 8 across concurrent projects, coordinating clients, stakeholders, artists, developers, and production contributors.
  • Experimented with mixed-reality cameras, lighting, sound, and real-time cinematography workflows for cutscenes and environment creation.

Founder / VR/AR Consultant - The Skywatchers - Remote / Client Sites

(2012-11 - 2017-07)

  • Ran an independent XR consulting business delivering turnkey AR/VR prototypes, advertising activations, and game pre-production work for clients including Noitom, Intel, LG, and agencies operating under two-to-three-week event deadlines.
  • Scoped and iterated game mechanics into working Unity builds; created agile project plans and technical documentation for client game and XR concepts.
  • Taught a one-week Unity Engine bootcamp preparing students with limited engine experience for the Unity Certification Exam.

Education

High School Diploma - Chattahoochee High School Alpharetta, GA

Skills

Senior Unity EngineerMultiplayer Networking & Immersive Systems

Reviews

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