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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.

Architecture & Systems

  • Architected a data-driven Whiteboard system using nested ScriptableObjects (Whiteboard SOs containing Question SOs and Whiteboard Component SOs), enabling dynamic runtime construction of interactive question panels with automatic screen-fitting for position, rotation and scale.
  • Extended the Whiteboard system into a Speech Bubble Whiteboard variant, integrating it with 3D actors to create ludic conversational question-answering interactions within the game world.
  • Developed and maintained the game's HUD systems across the full project lifespan, iteratively expanding them with new features and runtime performance display windows.
  • Developed a data-driven player save system managing progression tracking, currency, unlocked characters, and all persistent player data across sessions.
  • Designed and implemented approximately 3 mini-game scenes with distinct 2D gameplay approaches, featuring click-to-interact Whiteboard triggering instead of environmental exploration, while maintaining full integration with the Whiteboard question system.
  • Developed a "Turbo" mode for the Fractions game, delivering a condensed 2D click-to-interact version of the full 3D curriculum, allowing players to progress through the complete content arc in a streamlined format.

Gameplay Systems

  • Built a full character selection and customization system featuring runtime shader-based color picking, persisting color values and applying them to material instances at load time, alongside character preview with rotate and zoom controls and currency-based unlock progression.
  • Implemented mobile character controller supporting multiple control schemes, including a virtual analog stick and a no-analog touch input variant.
  • Authored cinematic sequences using Cinemachine and Unity Timeline, including trigger-based systems for runtime cinematic events during gameplay.

Platform & Infrastructure

  • Architected a lightweight WebGL build strategy using a minimal Boot scene containing only global scripts and essential assets, with all remaining content delivered on-demand via Unity Asset Bundles, significantly reducing initial build size and load times.
  • Applied Unity texture compression and managed asset atlases to maintain optimal texture memory footprint across WebGL, Android and iOS targets.
  • Implemented Amazon Kinesis telemetry integrations for cross-platform student progression tracking and analytics.
  • Implemented Clever deep-linking SSO integration, enabling automatic student authentication when launching the game from the Clever educational platform.
  • Developed a custom in-game authentication system including login and account creation panels with HTTP-based backend integration.

Performance Optimization

  • Engineered a custom adaptive performance system that dynamically adjusted quality settings, post-processing effects, and graphical parameters at runtime based on average FPS, enabling stable performance across a wide range of device capabilities.
  • Improved runtime frame rate on low-end mobile devices from ~8 FPS to 24+ FPS through the adaptive performance system, object pooling, and Unity Profiler-driven optimizations.
  • Applied IL2CPP code stripping to minimize WebGL build size, ensuring only globally required code was included in the initial build.

Development Workflows

  • Managed tasks and tracked development progress using Jira within an informal Agile workflow.
  • Tracked billable hours and development time using Hubstaff and later Clockify.
  • Collaborated within multidisciplinary international teams across the US, Russia and India, communicating primarily in English.

Technologies

  • Unity
  • C#
  • ScriptableObjects
  • Asset Bundles
  • DoTween
  • Cinemachine
  • Timeline
  • JavaScript
  • JSON Serialization
  • Object Pooling
  • Unity Profiler
  • IL2CPP
  • Amazon Kinesis
  • Clever SDK
  • PlayMaker