Production ownership
Owned feature branches and bug fixes end-to-end: requirement clarification, implementation plan, architecture, local testing, PR review, TeamCity build validation, QA feedback and production merge.
Engineering evidence
This page is the second layer for engineering managers: architecture, debugging, testing, ownership, trade-offs and honest boundaries.
Owned feature branches and bug fixes end-to-end: requirement clarification, implementation plan, architecture, local testing, PR review, TeamCity build validation, QA feedback and production merge.
Repeated focus on modular packages, reusable interfaces, isolated validation scenes and code that could survive changing gameplay, physics, multiplayer and content constraints.
Used manual QA, unit/integration/playmode/editor tests, feature-specific test scenes, logs, assertions, profiler markers and bug reproduction workflows before handing changes to QA.
Uses ChatGPT, Copilot and Claude for codebase exploration, architecture review, porting support and edge-case checks, while keeping final decisions, verification and ownership human-led.
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.
Graphics specialist
Vulkan/PBR and OpenGL projects show graphics exposure, but the target identity is systems/tools/runtime engineering.
.NET specialist
.NET/backend is a transition path, not a primary claim until more API/cloud/observability evidence exists.
AI engineer
AI is used for exploration, review and productivity, but there is no measured agentic workflow yet.
C# / C++ Software Engineer
Generalist software engineering roles where C#, C++, debugging, ownership and maintainable systems matter.
Human Fall Flat 2 + SufferEngine
Tools & Systems Engineer
Tools, systems, simulation, engine-adjacent and platform-adjacent roles.
SufferEngine + production internal tooling
Game Tech / Unity Engineer
Studios, simulation teams and Unity-heavy production roles.
Human Fall Flat 2 + Magoon + Oona
C++ Systems / Engine Programmer
C++ roles where engine architecture and tooling matter, without overclaiming graphics specialization.
SufferEngine + Oona + C++ demos
.NET transition
Auxiliary CV only. Honest transition from C# systems into backend/platform; not the primary identity yet.
C# experience + SQL/background jobs + future bridge project