I'm a C# developer who has spent of his career making games in Unity.
I was a co-founder for a studio with shipped Editor's choice mobile and a VR title and then → game programmer on a published Steam release → now still making games while broadening into .NET utilities and AI-supported engineering workflows.
- PocketMatch - A mobile match-3 project exploring F2P client systems: gameplay architecture, Firebase services, analytics, ads, cloud save, and Addressables.
- HoverCar-Derby - A Unity multiplayer prototype exploring NGO, Relay session flow, replicated gameplay, and client-server boundaries.
- Developer utilities - Small .NET projects for reminders, code quality, localization, and other development support system.
| Project | Focus |
|---|---|
| CodeSmellAuditor | Local-first C# audit CLI using governance rules and Ollama streaming critique |
| PocketMatch | Mobile Match-3 with Firebase, ads, Addressables, and service-layer architecture |
| HoverCar-Derby | Unity NGO multiplayer prototype with Relay, Lobbies, and authority trade-offs |
| ChronosDesk | WPF reminder app with tray integration, JSON persistence, and layered .NET design |
I care about the decisions behind a feature as much as its implementation: system boundaries, practical tradeoffs, debugging, and maintainability.
I use AI tools when they make research, implementation, or review faster, but the responsibility for design decisions and validating the result remains mine.
Dancing Pandas: Ranger's Path — programmed during previous work stint
Island Delta — published during the founder chapter
C# .NET Unity WPF xUnit GitHub Actions Firebase NGO VContainer Ollama

