About the service
I'm a game developer at Unity and have specialized in 2D and light 3D projects for mobile devices for several years now. Usually work starts with a rough idea or paper prototype, and I turn it into a playable build that feels good in your hands: responsive touch controls, smooth animation, and solid frame rate even on mid-range phones. I write clean, maintainable code in C# and structure projects so designers and artists can adjust values without touching code. Whether you need a hyper-casual runner, a puzzle game, match-three, or a small 3D arcade — I'll take the project from an empty scene to something people actually want to play.
My strength is game systems and the invisible framework that holds a game together: state machines, input handling, level loaders, save systems, object pooling, and tuning 2D and simple 3D physics so collisions and movement feel natural, not floaty. I pay close attention to performance and memory because a mobile game that stutters or drains battery loses players fast. I also tackle what many avoid: ad integration and in-app purchases, analytics setup, and preparing the game for a real release. I've been through the full publishing cycle and know how to avoid typical rejections.
I keep everything transparent: regular playable builds, honest timeline estimates, and short feedback loops so you always know project status. I'm equally comfortable jumping into existing code or starting from scratch, and I document what I do so you're not locked in to one person.
— Developing 2D and simple 3D games in Unity
— Gameplay programming and system architecture in C#
— 2D and 3D physics, collision, and character movement tuning
— Monetization: rewarded and interstitial ads, in-app purchases
— Analytics, remote config, and A/B testing setup
— Performance and memory optimization for mobile
— Publishing and submission to App Store and Google Play
My strength is game systems and the invisible framework that holds a game together: state machines, input handling, level loaders, save systems, object pooling, and tuning 2D and simple 3D physics so collisions and movement feel natural, not floaty. I pay close attention to performance and memory because a mobile game that stutters or drains battery loses players fast. I also tackle what many avoid: ad integration and in-app purchases, analytics setup, and preparing the game for a real release. I've been through the full publishing cycle and know how to avoid typical rejections.
I keep everything transparent: regular playable builds, honest timeline estimates, and short feedback loops so you always know project status. I'm equally comfortable jumping into existing code or starting from scratch, and I document what I do so you're not locked in to one person.
— Developing 2D and simple 3D games in Unity
— Gameplay programming and system architecture in C#
— 2D and 3D physics, collision, and character movement tuning
— Monetization: rewarded and interstitial ads, in-app purchases
— Analytics, remote config, and A/B testing setup
— Performance and memory optimization for mobile
— Publishing and submission to App Store and Google Play