Unity Networking & Performance Specialist with 8+ years of experience resolving complex architectural bottlenecks in Netcode for GameObjects (NGO) and VR/XR. Expert in deploying high-performance, Burst-compiled solutions for multiplayer synchronization and physics.
Available for high-impact, short-term contracts (5–10 hours/week) to audit, fix, and optimize existing codebases for immediate production readiness.
Eliminating frame-time spikes by overriding default Netcode spawn pipelines with custom, high-efficiency Object Pooling (INetworkPrefabInstanceHandler).
Implementing Unity Jobs-based raycasting and projectile systems to ensure 100% hit-detection accuracy in fast-paced, high-density networked environments.
Reducing heap fragmentation and CPU overhead through Zero-GC programming, DOTS, and data-oriented architectural design.
Designing synchronized AI and formation systems for large-scale networked environments, featuring algorithmic spatial distribution.
Remote | 2018 – Present
Remote | 2020 – Present
Engine: Unity (Expert), Netcode for GameObjects (NGO).
Performance: Burst Compiler, C# Job System, NativeArrays, Memory Management, Profiling.
Physics: Deterministic Raycasting, Inverse Kinematics, Water Physics, Aerodynamics, Ballistics.
Tools: Git, ScriptableObject Architectures, NaughtyAttributes, RootMotion.
The following live embeds demonstrate low-level architectural competence in Unity C#.
Demonstrates manual struct layout and bit-stream compression for high-density synchronization.
Tick-accurate state buffers and server-authoritative replay logic for lag compensation.
Parallelized physics simulation using NativeArrays and the Burst compiler for massive entity counts.
Manual physics lifecycle management including layer-based sleeping and serialization.
Algorithmic spatial distribution and formation logic for networked AI units.
Manual 64-bit coordinate packing and multi-threaded trajectory solving logic.