Enterprise-grade Unity Architecture (ECS architectural pattern in level, app State Machine, MVC for menus, apropriate Design Patterns, SOLID)
Game Design combining theory with rapid iteration
Multiplayer (NGO): realtime + turn based phases.
Custom Physics - fake 3D physics with 2D + custom algorythms (optimized for mobile)
█ Remote employee for Qublix Games (Toronto)
Worked on 15+ released games, most of them peaking at >1 million MAU. Code was either JavaScript, Haxe or Actionscript and games were released on FB web, FB instant, Android and IOS.
Either as single developer per project or part of a 3-5 dev team.
Often brought in as a fixer in projects under time pressure and plagued by regressions
Worked on core game mechanics (match 3, bubble shooters, word puzzles, mah-jong etc) and related features (obstacles, powerups, game modes, bosses, tutorials etc)
Worked on meta-game mechanics (progression, map exploration, tile-based building etc), persistence and social features (friends, gifts, clans, leaderboard).
Responsible with optimizing FTUE loading time in most titles (from 20 seconds to <3) and FPS (from 30s to 60, depending on project)
█ Case Study: Tropic Trouble 2
Part of a 2-4 developer team, I worked on core gameplay, progression and social features
Responsible with managing branch merges and investigating regressions for all devs
Optimized loading time in FTUE
█ Case Study: Bubble Age Pop
Worked on all aspects of the game, part of a team
Responsible with managing branch merges and investigating regressions for all devs