Remote-only

8+ Years Unity & C# · 4+ Years Professional Production

Unity / C# game engineer focused on gameplay, systems, tools and production-ready architecture.

Unity/C# game engineer with 8+ years of hands-on experience building games and interactive software, including 4+ years in professional production. Strongest evidence: Unity 6 gameplay and systems ownership on Human Fall Flat 2, published Unity projects, and a private custom C++ engine case study covering architecture, resource management, editor tooling and Linux packaging.

8+ yrs

programming with C# and developing in Unity

4+ yrs

professional game/software production experience

100+

bugs and runtime issues fixed across milestones

Selected work

Selected work with technical evidence.

Human Fall Flat 2 shows professional Unity 6 production ownership. Magoon and The Return of Magoon show earlier Unity/C# development, while SufferEngine and Oona add C++ engine and Unreal evidence.

ProfessionalC#Game
2022 — 2025 Programmer / Software Engineer

Human Fall Flat 2

Production C# systems, tools and runtime engineering for a multiplayer physics-driven Unity title.

Professional C# engineering in a production environment: modular architecture, runtime behaviour, internal tools, proprietary multiplayer integration, FMOD/gameplay integration, profiling-driven fixes, QA verification and milestone stabilization. Details are intentionally NDA-safe.

3+ yrs

full-time production C# engineering

20-30

multidisciplinary team context

C#Unity 6Modular packagesScriptableObjectsInternal toolsFMODProprietary multiplayerUnity ProfilerMemory Profiler
Open case study →
EngineC++Tool
2021 — private enhanced version C++ Engine / Systems Programmer

SufferEngine

Private custom C++ real-time engine: runtime architecture, editor tooling, rendering, scripting, audio and Linux packaging.

A proprietary C++ engine project used as a systems-heavy case study. It demonstrates ECS-style architecture, EngineManager orchestration, Scene/GameObject/Component/System organization, DisplayList/Command render flow, OpenGL resources, Dear ImGui editor tooling, Lua scripting, SoLoud audio, diagnostics and Linux/AppImage hardening without exposing private source code.

Custom C++

engine/runtime architecture

Runtime + editor

scene, tools and render pipeline

C++OpenGLCMakeECS-style architectureCommand pattern
Open case study →
GameC++Unreal
2021 C++ Gameplay Programmer

Oona the Druid’s Path

Released Unreal Engine 4 / C++ project: gameplay, AI, Blueprint-facing APIs and team delivery.

Released Steam project showing C++ gameplay implementation in a multidisciplinary team: player movement, jump/dash behaviour, enemy AI, behaviour trees, animation trees, perception, combat, collectibles and Blueprint-exposed functionality.

Released

Steam project

15

team members

Unreal Engine 4C++BlueprintsPerforceBehaviour Trees
Open case study →
MobileC#Game
2021 C# Gameplay Systems Programmer

Magoon

C# mobile systems for a turn-based Android roguelike with procedural dungeon structure.

Mobile roguelike project where I contributed C# gameplay systems including enemies, collectibles, power-ups, progression, grid-based movement, A* pathfinding integration and save/time-reward support.

4 mo

development cycle

4 devs

programming team

C#UnityAndroidGrid movementA* pathfinding
Open case study →

Professional evidence

4+ years of professional production ownership.

Full-time C# production engineering on a multiplayer, physics-driven Unity 6 title with a 20-30 person multidisciplinary team. Work was organized around milestone delivery, feature ownership, pull requests, QA verification, TeamCity builds and production stabilization.

Programmer / Software Engineer

No Brakes Games · Human Fall Flat 2 · Mar 2022 — Oct 2025

Human Fall Flat 2

Production C# systems, modular feature packages, profiling, QA verification, TeamCity builds, PR reviews and milestone stabilization under NDA-safe framing.

SufferEngine

Private C++ engine case study: SufferManager, Scene/GameObject/Component/System architecture, DisplayList/Command render flow, ResourceManager, ImGui editor, Lua, audio and Linux/AppImage packaging.

Debugging evidence

Examples include host/client divergence in multiplayer runtime behaviour, nondeterministic physics-query ordering, crash/freeze priority handling and profiler-led GC/runtime optimization.

Verification evidence

Unit, integration, playmode and editor tests where appropriate; feature-specific test scenes; autonomous validation flows; manual QA and PR review before production merges.

Role fit

Role fit, backed by evidence.

The profile combines 8+ years of programming experience, C#, C++ with 4+ years of professional production ownership, plus C++ engine architecture, tools, debugging and maintainable runtime systems.

Senior Unity / Gameplay Engineer

Unity-heavy roles where gameplay, systems, production ownership, debugging and performance matter.

Human Fall Flat 2 + Magoon

Tools & Systems Engineer

Tools, systems, simulation, engine-adjacent and platform-adjacent roles.

SufferEngine + production internal tooling

Game Engineer

Generalist game-engineering roles combining gameplay, runtime systems, tools and maintainable architecture.

Human Fall Flat 2 + SufferEngine + Oona

C++ Systems / Engine Programmer

C++ roles where engine architecture and tooling matter, without overclaiming graphics specialization.

SufferEngine + Oona + C++ demos

Also open to selected C#/.NET transition roles where systems, tooling and debugging experience are relevant. This is a secondary path, not the primary positioning.

Skills

Prioritized by evidence, not keyword volume.

The main signal is long-term Unity/C# development backed by professional gameplay, systems, tooling, debugging and performance work. C++ and other technologies appear where the evidence supports them.

Strong evidence

C#Unity 6C++DebuggingRefactoringRuntime systemsModular architectureCode review

Systems & tooling

Internal toolsComponent systemsECS-style architectureResource managementProfilingMemory / GC optimizationTest scenes

Production workflow

GitPull requestsJiraTeamCityQA collaborationMilestone stabilizationCross-functional delivery

Engine / media stack

Custom C++ enginesOpenGLDear ImGuiLuaUnreal Engine 4FMODSoLoudAppImage/Linux packaging

Contact

Unity / C# engineering for gameplay, systems, tools and interactive products.

Remote-only availability. 8+ years programming experience, C#, C++, including 4+ years of professional production experience.