G.Franco

São Paulo, Brazil

Gabriel
Franco

Senior Unity Developer

Gameplay 3Cs • UI Architecture • Performance • Backend (ASP.NET Core)

Gabriel Franco at his desk with Unity open on the monitor, looking up at the camera

01

Profile

Senior Unity developer with 9+ years of experience building scalable gameplay systems and maintainable C# architectures for WebGL, mobile, and PC platforms. Specialized in systems architecture, performance optimization, scalable UI frameworks, and production-ready Unity engineering workflows. Also builds and ships backend REST APIs using ASP.NET Core, with hands-on experience in Entity Framework, Docker containerization, and unit testing.

Background in long-running EdTech productions requiring telemetry integration, legacy refactoring, modular content delivery, and cross-platform deployment.

Currently expanding into Unreal Engine 5, with a focus on C++ gameplay programming.

Fluent in English and Portuguese.

02

Core Skills

Game Development

  • Unity Engine
  • C#
  • ScriptableObjects
  • Async Programming
  • Asset Bundles
  • WebGL Development
  • Mobile Development

Architecture & Performance

  • Systems Architecture
  • SOLID Principles
  • Performance Optimization
  • Scalable UI Architecture
  • Profiling & Debugging
  • Telemetry Integration

Backend

  • ASP.NET Core
  • REST API Design
  • Entity Framework
  • PostgreSQL
  • Docker
  • Unit Testing (xUnit)
  • Authentication & Security

Workflow & Tooling

  • CI/CD Pipelines
  • AI-Augmented Development Workflows
  • Git & Plastic SCM

Currently Learning

  • Unreal Engine 5
  • C++

03

Experience

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.

Independent Game Developer

Jan 2016 - Sep 2017 · São Paulo, Brazil | Remote

  • Developed small-scale Unity projects focused on gameplay systems, prototyping, and technical experimentation.
  • Built character controllers, camera systems and input handling in team projects developed at FIAP, including Project Unleashed and Invaders Revenge.

Highlight Project

Facts and Fracts (2017 - 2026)

Architected a data-driven question system using nested ScriptableObjects to dynamically construct interactive "Whiteboard" question panels at runtime, with automatic screen-fitting and a conversational variant integrated into 3D character interactions.

  • Designed a lightweight WebGL build strategy, a minimal boot scene paired with on-demand Asset Bundle delivery and IL2CPP code stripping, significantly reducing initial load size and startup time.
  • Built supporting systems including a data-driven player save/progression system and a shader-based character customization system with persistent runtime color application.

04

Projects

A selection of the games, tools and backends I have built, from a 48-hour game jam to a live educational platform.

2017 - 2026

Facts and Fracts

Gameplay Systems Engineer

Long-running educational mathematics platform developed for WebGL, Android, and iOS, used in schools across Utah and Texas to teach arithmetic and fraction concepts. The platform comprises three distinct game modes: a 3D adventure puzzle game featuring 7 hub worlds, each containing selectable levels in the style of classic 3D platformers, alongside 5 shrine levels, 3 mini-game levels and a Turbo mode; and two question-based puzzle games covering Addition/Subtraction and Multiplication/Division.

  • Unity
  • C#
  • ScriptableObjects
  • Asset Bundles
2026 - Present

Beneath the Eternal Flame

Programmer & Game Designer

In active development, no public build yet. A party-builder / narrative dungeon crawler with turn-based push-your-luck runs, developed in collaboration with a co-developer (lore and visual direction). Players lead a lineage of explorers, draft an imperfect party, build a loadout each run, and decide how much risk is worth taking before heading back. Single-player PC, 15-30 minute sessions, custom retro CRT presentation. Built in Unity 6 (URP), reusing the Steel Horse Framework as a submodule. I own the game design and all of the programming systems.

  • Unity 6 (URP)
  • C#
  • ScriptableObjects
  • Shader Graph
$ git clone steel-horse-frameworkSteel Horse Framework
2026 - PresentOpen source

Steel Horse Framework

Programmer

An open-source Unity toolbox providing a lightweight service-locator architecture, pooled audio SFX/music playback, scene loading with a loading screen, a minimal REST API client, an encrypted save system, a generic runtime database system, a designer-authorable tag system, and a set of UI helpers (menu navigation, pause, player options, localization, gamepad-friendly cursor).

  • Unity
  • C#
  • ScriptableObjects
  • Unity Localization
$ git clone pinball-pvp-apiPinball PVP API
2026Open source

Pinball PVP API

Programmer

A REST API built with ASP.NET Core (.NET 10) and PostgreSQL, backing an unreleased Unity head-to-head pinball game. Handles player accounts and authentication, tracks solo and player-vs-player matches, and maintains aggregated player records (wins, losses, highscores) as the foundation for in-game leaderboards.

  • C#
  • ASP.NET Core (.NET 10)
  • Entity Framework Core
  • Npgsql
2016

Invaders Revenge

Gameplay Programmer

Fast-paced bullet-hell survival game developed during GBJAM 5 within a 48-hour production cycle.

  • Unity
  • C#
2016

Project Unleashed

Gameplay Programmer & 3D Artist

Collaborative 2.5D action platformer developed as a university capstone project, inspired by retro-futuristic action titles and built with a stylized neon visual direction.

  • Unity
  • C#
  • Autodesk Maya
  • Adobe Photoshop

05

Education

Languages:English and Portuguese (fluent)

06

Contact

Looking for a Unity engineer, or want to talk about a project? Drop me a line.

gabrielfsmartins@gmail.com