Senior Unity Developer (Contract) | EdTech Games
Sep 2017 - May 2026 · São Paulo, Brazil | Remote
Full-time engagement on the same project throughout; transitioned from Main Leaf to EdTech Games when Main Leaf shut down in 2025.
- Sole developer (since 2024) of a live, cross-platform K-12 educational game, now owning all systems, feature development, and production workflows across WebGL, Android, and iOS; contributed to the project since 2017.
- Designed and shipped a custom adaptive performance system, dynamically tuning quality settings, post-processing, and graphical parameters at runtime based on live FPS, lifting frame rate on low-end mobile devices from ~8 FPS to 24+ FPS (a 200%+ improvement), combined with object pooling, async asset loading, and Profiler-driven optimization passes.
- Reworked the camera system around Cinemachine to enable smooth gameplay-to-cutscene transitions, implemented mobile touch controls for the player character, and resolved QA-reported movement issues on top of the existing controller.
- Proposed and led ongoing architectural refactors to maintain codebase modularity and stability, enabling smooth expansion into new gameplay modules (Addition/Subtraction, Multiplication/Division).
- Built the majority of the Amazon Kinesis telemetry integration, enabling cross-platform student progress tracking and analytics for partner schools across Utah and Texas.
- Maintained and upgraded the project across 6+ major Unity versions (2017 → 6.3 LTS), refactoring legacy systems to preserve compatibility and stability through each transition.
- Configured and managed Unity Asset Bundle pipelines to support modular runtime content delivery across multiple game modes and deployment targets.
- Built a custom in-game authentication system (login, account creation, HTTP-based backend integration) and a Clever deep-link SSO integration, letting students launch and auto-login directly from the Clever educational platform.
- Designed and built an automated runtime testing system that played through the full game, including custom error and warning logging, and emailed a complete report covering run time, path taken, and full log, cutting full-game test time from 2-3 hours to ~30 minutes (roughly 80% faster).
- Collaborated daily with programmers, designers, and the client via Jira and Slack to scope, estimate, and implement features, before transitioning to sole ownership of the project in 2024.
- Worked within an agile, sprint-based workflow using Jira for task tracking and version control via Unity Collab, then Plastic SCM after Collab's deprecation, across a multi-year, multi-platform codebase.




