Experience
Ten years of building interactive systems across games, XR and real-time 3D
From hands-on gameplay engineering to technical leadership, platform architecture and product ownership across Unity, Unreal Engine and real-time 3D.
- 13
- Professional roles
- 2016
- Working in games since
Ferro Entertainment runs as a continuous part-time product thread alongside every other role since 2016, which is why the timeline overlaps. The other engagements are a mix of contract and remote arrangements, and each one carries its engagement type below.
Ferro Entertainment
CTO / Product Lead
- Sets technical direction and cross-platform mobile architecture across the portfolio, alongside release reliability and live product support.
- Built the FE SDK, an internal reusable framework standardizing billing, ads, tooling and release workflows.
- Cumulative downloads
- 150M+
NeoWorlder Enterprises, Inc.
Unreal Engine Tech Lead
- Led Unreal Engine 5 engineering for a large-scale World Partition platform.
- Turned world-generation and asset-production requirements into repeatable pipelines and internal tools.
- Worked across engineering, art, backend and product on procedural production at scale.
- Land assets managed through procedural workflows
- Thousands
Dolby Laboratories
Senior VR Engineer
- Built an internal Unity VR experience supporting Dolby audio-visual rendering workflows.
- Provided XR and Unity workflow guidance, environment development practice and technical documentation.
Relymer Studio
Lead Game Engineer / Product Lead
- Primary engineer and product lead in a small team building multiplayer Unity experiences for WebGL and mobile.
- Built reusable runtime architecture and owned technical scope, profiling and delivery priorities.
360 Fabriek
Senior Unity VR Developer
- Modernized and stabilized a Meta Quest 2 firefighter training simulator.
- Introduced event-driven architecture and state-based systems behind physics and hand interaction.
Algoryte
Senior Game Developer
- Provided technical leadership across Unity and Unreal projects spanning multiplayer, interactive 3D and simulation.
- Gave architecture guidance and implementation support, and ran Unreal training for the team.
Frostre Technologies
Programming Director
- Directed engineering across multiple Unity and Unreal projects while staying hands-on with gameplay and architecture.
- Owned engineering workflows, architecture discussions and coordination between engineering and design.
Darkstar Games
Director of Programming
- Promoted from Senior Game Engineer to Director of Programming within roughly three months.
- Owned hiring, mentoring, code reviews, technical planning and architecture decisions while continuing direct gameplay engineering.
- Built network-aware combat, movement, inventory and quest systems for a Unity MMORPG.
- Engineering team scale
- 4 to 16
- Distributed cross-functional team
- ~70
Career timeline
The same roles as geometry. Select one to read its full engineering scope.
Capability lens
NeoWorlder Enterprises, Inc.
Unreal Engine Tech Lead
Thousands
Led Unreal Engine 5 engineering for a large-scale World Partition platform, turning complex world-generation and asset-production requirements into repeatable pipelines, internal tools and backend-connected workflows.
Engineering scope
Platform / engine
- Unreal Engine 5
- C++
- Blueprints
- World Partition
- Procedural world systems
Procedural production
- Land asset generation
- Asset baking
- Asset registration
- Asset management
- Terrain systems
- Decal systems
- Procedural mesh tools
Backend / tooling
- gRPC
- Protobuf
- Internal SDKs
- SceneCapture2D
- Editor Utility Widgets
Web / delivery
- React Three Fiber
- GLB
- KTX2
- LOD-based delivery
- Engineering, art, backend and product collaboration
NeoWorlder Enterprises, Inc., Unreal Engine Tech Lead selected