As a Staff Engineer my responsibilities are:
Implemented a multiplayer turn-based battle system using Photon PUN 2, enabling synchronized gameplay between remote players.
Designed and synchronized battle state management, ensuring consistent turn order, actions, and results across all connected clients.
Developed creature (Creo) health synchronization, allowing real-time updates of damage, healing, and battle outcomes across the network.
Built room management system, including creating rooms, joining rooms, and handling player matchmaking logic.
Implemented lag compensation techniques to reduce latency impact and maintain fair turn-based gameplay.
Integrated Photon Chat to enable sending and receiving battle challenges between players.
Connected to a predefined REST API to implement a friends system, including adding and retrieving friends.
Developed online/offline friend status tracking, ensuring real-time presence updates for players.
Implemented challenge invitation workflow, allowing players to invite friends directly into multiplayer battles.
Managed network synchronization of game data, ensuring accurate state replication and smooth gameplay experience.
Optimized multiplayer communication flow to reduce network overhead and improve responsiveness.
Implemented error handling and reconnection logic to maintain stable multiplayer sessions.
Tools: Unity3D, C#, JIRA, CONFLUENCE, Github, Photon PUN, Photon Chat, REST API
As a Senior Engineer my responsibilities are:
Implement new features on the Unity client side, following detailed specifications outlined in the spec documents.
Retrieve feature settings from the dashboard using REST APIs and integrate them into the client side.
Use Postman to validate API responses before integration.
Update and manage data on the staging dashboard to reflect real-time data.
Parse JSON responses into dictionaries or lists based on data structure requirements.
Collaborate with other engineers through GitHub for code reviews and version control.
Work closely with the product manager to resolve any ambiguities in the spec documents.
Participate in daily stand-up meetings and provide updates via calls and emails.
Contribute to sprint tasks with features assigned through JIRA tickets.
Identify and fix potential bugs to ensure smooth gameplay.
Maintain backward compatibility with older game versions and support live operations.
Report to the project lead and solve complex issue with him via brain storming.
Team collaboration with the different timezone and different english accent.
Tools: Unity3D, C#, JIRA, CONFLUENCE, Github
As a Senior Engineer my responsibilities are this project is still in-development:
Unity Client-Side Feature Development — Core gameplay systems, tile mechanics, powerups, and animations
AI-Assisted Development — Using AI tools (Cursor) for code generation, debugging, and documentation
Development and Debug Tools Creation — In-game debug console, visualization tools, and testing infrastructure
Level Creation and Pattern Management — PatternCreator system, Python pattern generation, and database management
JSON Data Management — Serialization, pattern database operations, and data persistence
System Architecture — Modular design, code organization, and quality standards
Collaboration and Communication — GitHub workflows, stand-ups, and documentation
Bug Identification and Resolution — Testing, validation, and debugging processes
Performance Optimization — Caching, GC reduction, and profiling
Feature Integration and Extensibility — Adding new powerups, tile types, and patterns
Version Control and Code Management — Git workflows and code organization
Tools: Unity3D, C#, Github
I have been working on my personal project, which revolves around the development of a 2D game using native libraries. Thus far, I have achieved the following milestones:
Creation of a foundational engine handling such as the game loop, renderer, frame limit, and game time.
Utilization of SDL2, a graphical library, to render asteroids and the player's spacecraft.
Implementation of an Input Event System that enables ship movement.
Establishment of game objects, transforms, and dynamic position adjustments based on user input or AI movement.
Integration of Box2D as the game's physics engine.
Nonetheless, there remain several tasks on my agenda that I am yet to complete:
Enabling physics-based movement for both the player and asteroids.
Incorporating physics-based shooting mechanics for the player's ship.
Introducing multithreading and an Entity Component System (ECS) to enhance performance and facilitate better organization.
Tools: C++, Visual Studio, Git, SDL2, Box2D
This is a demo for a third-person shooter, drawing inspiration from Call of Duty. I proposed the idea of
creating a 10-minute gameplay mission for an immersive user experience in Unreal.
Responsibilities:
Full ownership of the development of the project as a solo developer.
Character controller.
Employing interaction with the advanced locomotion system (IWALS).
Modifying the controller blueprint to meet project specifications.
AI controller.
Modifying AI elements within IWALS, specifically focusing on the blackboard and AI controller.
Implementing costume variations for multiple AI types.
Integrating a variety of guns into the project.
Establishing a cube-based gameplay foundation and collaborating with onboard artists.6. Managing the team of artists and a developer through daily scrums and weekly sprints.
Taking on the responsibility of providing weekly progress videos to showcase the project's substantial advancements.
Tools : Unreal 5, Blueprint, Slack, Bitbucket
This is an Metaverse PC game project, using Polka coin. Users can roam around the city and interact with the purchased stuff, like vehicles, discos and art galleries. They can chat with anyone in the city and do voice chat as well. They use any customized character in the game provided by the different costume of Ready Player Me.
Responsibilities:
Worked on new feature implementation like voice chat using photon and custom character from Ready Player Me using RestAPI.
Worked on 3D landscape generation from terrain tools and automatic shading based on the defined rules.
Worked on custom water shader and interactive boundary shader.
Worked on optimization of the game.
Worked on the launcher of the game, and patching system so that a new user won’t need to download the full product again.
Involve in the full cycle from starting the feature to the production.
Worked closely with the artist and QA, so the process will go smoothly.
Tools : Unity3D, C#, Shaders, Linear, Github, Slack, Avalonia, Photon, Ready Player Me, RestAPI
This project streamlines the game design process by dynamically retrieving data from Google Sheets and enabling modifications on the fly. My contributions include:
Establishing a Google Sheet for data storage.
Developing an App Script utilizing JavaScript for seamless data handling.
Implementing functionality to fetch and organize data from the sheet.
Converting the fetched data into JSON format for compatibility.
Integrating mechanisms to retrieve and parse data within the Unity environment.
Designing user interfaces (using both UGUI and UI Toolkit) based on the retrieved data at runtime.
By leveraging these components, the project facilitates a straightforward and efficient game design workflow, fostering quick iterations and ease of development.
Tools : Unity3D, C#, Github, UIToolkit, Google Sheet, AppScript, JavaScript, JSON, Gitbook
As a technical lead of this project, my responsibilities encompass:
Responsibilities:
Provide guidance and direction to the project team also overseeing the work of junior team members and ensuring that project goals are met.
Evaluate the work of junior team members and provide constructive feedback to help them improve.
Provide accurate estimates for tasks which is important for effective project planning by analyzing the scope of work and it's potential challenges.
Actively participate in discussions related to game design and quality assurance. This helps us to check the technical work and game design are aligned while maintaining high quality work standard.
Created advanced modules that are used as the foundation for the game allows game designers and junior team members to experiment and build upon them.
Involved in both daily stand-up meetings and weekly sprint meetings is important to stay aligned about the project's progress, addressing any challenges.
Update software development kits (SDKs) and handling other technical tasks that might be a challenge for less experienced team members.
Managed and resolved bugs reported by the QA team, ensuring that issues are fixed and assigned to the appropriate developer to meet deadline.
Collaborated closely with artists to provide clear guidance and direction, ensuring the timely delivery of accurate assets that seamlessly integrate into the project's development pipeline.
Tools : Unity3D, C#, Github, Jira, Tableau, REST API, A/B Testing