The core of my experience, skills and drive is gameplay programming. From player input systems and world interaction mechanics, to enemy and agent behaviour and navigation, and everything in between.
I also have extensive experience with UI programming, inventory management systems, handling save data and integrating APIs and plugins.
I have a passion for optimization and working with artists and other content creators to streamline workflows and remove bottlenecks. I'm experienced with the Unity Profiler and Frame Debugger, as well as optimizing drawcalls and shaders, and cultivating static and dynamic batching and GPU instancing in projects.
I have extensive experience managing projects, teams and workflows, and I excel at faciliating cross-discipline communication. I have hands on experience participating in and organising scrum meetings, stand ups, and other tools of agile methodology, in both remote and on-site teams. As a producer I've created and managed burndown and Gantt charts, and planned dozens of projects via kanban software such as Trello.
I have extensive experience with designing and implementing synchronous netcode solutions in Unity and C#, particularly Photon Realtime, across multiple genres including FPS, strategy and mobile games.
I also have a strong understanding of the underlying technical fundamentals of networking.