Experience
Kodable Education — Unity Game Developer
March 2023 - May 2025 — Remote
Developed and maintained three educational games with over 100,000 daily users in a fast-paced small company environment. Contributed across the tech stack, including backend, frontend, CI/devops, and documentation.
-
Wrote code in C# for gameplay features, UI systems, character animations using Spine, server networking, loading and asset management, internal creation tools, and performance optimization
-
Worked in Unity to build scenes and prefabs, implement UI designs using Unity UI, import and manage art assets, set up sprite atlases and addressables, and create and update custom data objects
-
Optimized performance and accessibility on both mobile and web platforms for phones, tablets, and low-end devices such as Chromebooks
-
Collaborated cross-functionally with remote team members such as engineers, artists, designers, support staff, and more to deliver features and resolve issues in a timely manner
-
Built functionality for endpoints in a RESTful API, programmed data-processing background jobs, and wrote complex queries for a PostgreSQL database, all with comprehensive unit and integration tests
-
Used HTML, CSS, and TypeScript with React to update and create new pages on the frontend website
-
Led restructuring, organizing, and maintaining engineering documentation, wrote dozens of thorough and easy to read documents about various features, systems, and procedures
Saplink — Unity Engineer, Project Lead
November 2021 - February 2023 — Remote
Developed and led a team of contributors on multiple game projects in Unity. Creative and technical lead on Lantern: Caverns of Chaos.
-
Wrote code in C# for gameplay features, UI systems, procedural level generation, character animations, enemy AI and behavior, inventory and item systems, player controls, and physics simulations
-
Created compute shaders in HLSL to procedurally generate levels using layered noise functions in an efficient and optimized manner
-
Worked in Unity to build scenes and prefabs, animate characters and objects using timeline animation, design and implement UI using Unity UI, set up lighting and post-processing effects, import and manage art assets and 3D models, create particle effects, and build graphics shaders using Shader Graph
-
Communicated directly with clients to discuss requested functionality, demo new features, and receive and respond to feedback
-
Designed, pitched, and led development on Lantern: Caverns of Chaos, a 2D pixel art roguelite mining/resource collection game
-
Coordinated with artists, both in-house and external, to facilitate the creation of game assets
Springbay Studio — Unity Engineering Intern
June 2019 - September 2019 — Toronto, Canada
Ported the game iBiome Ocean, originally written in Flash, to Unity.
-
Analyzed the existing code to create foundations for the port and build out the game’s functionality in Unity
-
Communicated with the CEO and original creator of iBiome Ocean to ensure features were implemented as intended and in a timely manner
-
Collaborated with other engineers on “iBiome Melting Ice” to review code, fix bugs, and create code for localization