Hello, I'm

Daniel Moise-Dan

Game Developer specializing in Unity, Haxe, Javascript. Experience in core game mechanics, multiplayer, and performance optimization. Knowledge of casual and midcore game design, UX, and monetization.

20+ Released Games
10M+ Cummulative MAU
15+ Years Experience

Recent Work & Experience

A selection of projects and case studies from my career in game development.

HyperPool (solo portfolio project)

  • Enterprise-grade Unity Architecture (ECS architectural pattern in level, app State Machine, MVC, apropriate Design Patterns, SOLID)
  • Game Design combining theory with rapid iteration
  • Multiplayer (NGO): realtime + turn based phases.
  • UGS for persistence, matchmaking, config, A/B testing
  • Custom Editor tools for quick level creation.
  • Enemy AI with Behavior Trees
  • 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 30 to 60, depending on project)

Employee for King Games (Bucharest)

  • Worked on 1 released game (AlphaBetty Saga) as part of a team
  • Instant adaptation, I took ownership of core gameplay features as soon as I joined the team
  • I left only because of family health reasons, I had to move cities and work remotely.

Case Study: Bubble Age Pop

  • Joined the project in the second half of development
  • Gradually took ownership of most of the code during an intense crunch period
  • Informal leadership role by necessity. Was offered formal lead role after the project.

Case Study: Word Farm Harvest

  • Part of a 2-4 developer team, I worked on core gameplay, progression and social features
  • Responsible with managing branch merges, PR reviews, and investigating regressions for all devs
  • Optimized loading time in FTUE. The optimization process I created was then applied to all other projects in the company
  • Created custom tooling that simplified the map asset pipeline from >10 minutes per image to ~30 seconds (there were around 400-600 such assets). The tooling was then applied to other games.

Case Study: Ocean Quest

  • Single developer on the project
  • Optimized the FPS of the existing Match3 engine from 30 to 60. The process was then applied to other engines and games.

Case Study: AlphaBetty Saga

  • Worked on the game as part of a 3 developer team
  • Instantly adapted and took ownership of core gameplay on the web version