C# · Unity · Unreal Engine · C++ · .NET · PostgreSQL · Go · Python
I build complex systems. Then I open them up.
👋 About · 01 / Humanity's Last Stand · 02 / Blackhole Simulation · 03 / PathDrawer
I'm a Software Engineer focused on building and understanding real-time, game, backend and performance-oriented systems.
My strongest background is in C# and Unity, where I work with gameplay architecture, AI, tooling, simulation and runtime optimization.
I'm also expanding that systems experience into:
Unreal Engine / C++ · .NET · PostgreSQL · Go · backend engineering
I prefer learning by building systems, measuring their behavior, breaking assumptions and understanding what happens underneath.
Unity · C# · Real-Time Systems · Mobile
A 3D aerial-combat project built around modular gameplay systems, enemy formations, scalable weapon architecture and mobile-oriented performance.
- modular enemy formation and wave pipeline
- reusable weapon strategies
- enemy state and movement architecture
- projectile and VFX object pooling
- Unity Jobs / Burst-oriented workloads
- Firebase-backed persistence
- Addressables
- mobile profiling and optimization
Gameplay Architecture
AI
Real-Time
Performance
Jobs/Burst
Pooling
Maintaining modular gameplay architecture while keeping runtime cost predictable as the number of:
- enemies
- projectiles
- raycasts
- effects
- gameplay systems
increased simultaneously.
Unity · C# · Compute Shaders · GPU Simulation
A real-time gravitational simulation exploring parallel computation, particle workloads and technical visualization.
- GPU-driven simulation
- Compute Shaders
- parallel particle processing
- simulation scaling
- real-time visualization
- CPU/GPU workload analysis
- profiling
GPU Compute
Simulation
Rendering
Compute Shaders
Performance
How does the behavior and scalability of a simulation change when expensive workloads move from CPU-side processing to massively parallel GPU execution?
Unity · C# · Tools · Geometry
A reusable Unity tool for drawing, inspecting and visualizing paths and trajectories.
- reusable tooling
- runtime visualization
- trajectory representation
- geometry processing
- configurable workflow
- debugging visualization
Tools Development
Unity
C#
Geometry
The goal was not simply to implement another gameplay feature.
It was to turn a recurring development problem into a reusable engineering tool.
|
C# · Unity · Unreal Engine · C++ Gameplay systems |
Jobs · Burst · Compute · Profiling CPU/GPU profiling |
|
.NET · ASP.NET Core · Go APIs |
PostgreSQL · SQL · Python Data modeling |
A finished project is only the first layer.
I like examining software through four views:
┌─────────────────────────────────────────────────────────┐
│ │
│ FINAL ─────→ SYSTEM ─────→ PROFILE ─────→ SOURCE │
│ │
│ What How it How it How │
│ works is built behaves it works│
│ │
└─────────────────────────────────────────────────────────┘

