3+
years of commercial Unity development.
Unity Developer & Gameplay Systems Designer
Gameplay systems, prototyping and production development across PC, mobile and VR.
01 / Intro
3+
years of commercial Unity development.
Focused on gameplay systems, prototyping, AI, VR interaction and optimization.
02 / Spirit Fusion
Personal Project / System Design / Unity
Metroidvania built around elemental combinations. Fire is the base element; two additional elements form an active build with three pairwise combinations.
3 active elements create 3 pairwise combinations.
Elemental rules affect traversal and level states.
Mechanics are tested and refined through gameplay prototypes.
03 / Mobile Development
Commercial Development / Unity / Mobile
Gameplay and production development for commercial mobile projects published under FreePlay, including mechanics, AI, UI, metagame and optimization.
Selected team contribution within released projects.
Movement & Game Feel
Responsive gameplay control combined with controlled visual inertia to preserve both precision and a sense of speed.
Gameplay & AI
Context-aware rivals react to track direction, obstacles, bonuses and relative position instead of following a fixed ideal route.
04 / VR Systems
Commercial VR Development / Unity
Commercial multiplayer VR development where physical player actions are translated into validated gameplay events and synchronized feedback.
Role / Scope
VR Gameplay Showcase
Commercial gameplay / Metaforce
Interaction Logic
Physical interaction should feel immediate while multiplayer state remains consistent and verifiable.
System Case / Splash
Painted territory is not decoration. On the team's own territory, weapon reload becomes 2x faster - linking control, combat tempo and team routing.
Core rule2x faster reload on controlled territory.
Collider and surface normal define the paint imprint.
Cells store team and ownership state.
Position on controlled territory changes reload tempo.
The paint front influences team routing and territorial decisions.
My Contribution
Grid-based territory model · synchronized state · ownership · team scoring · HUD · 100% coverage win condition
Production Context
The same reusable interaction pattern supported Fishing, Frogs, MiniCoins and Splash: physical actions stay readable while accepted room state remains consistent.
Core capabilities
Documents / Selected files
Portfolio and professional recommendations.
Game development portfolio · 18 pages · 2026
Metaforce · CEO · 1 page · 2026
Metaforce · CTO · 2 pages · 2026
Mobile development · 1 page · 2026
05 / Contact