Game & Interactive Developer
Unity, C#, multiplayer and web-based 3D experiences
My game-development experience includes Unity, C#, C++, Java and multiplayer systems. The selected project here, Create It, uses Three.js and Rapier: a 3D building game that connects scene interaction to campaign progression, saved creations, accounts and content operations across web and mobile builds.
Five years of hands-on programming before adopting AI. That is my pre-AI foundation, not my total experience. Today I use AI as a development tool while retaining responsibility for architecture, understanding the code, validation and delivery.
How I approach this work
- Build interactive scenes with selection, snapping, rotation, physics and undo/redo.
- Connect gameplay to revision-aware saving, server-checked progression, rewards, purchases and community moderation.
- Work across game logic, 3D assets, shaders, animation and sound, drawing on Blender, VFX and audio production experience.
Skills & technical capabilities
Interactive
Realtime experiences across games, platforms and multiplayer systems.
- Game development
- Unity · C# · C++ · Java
- Realtime systems
- Gameplay · Multiplayer · Physics · Game AI
- Interactive worlds
- 3D interaction · Shaders · Animation systems · Cross-platform
Visual & sound
3D, motion and audio that make an experience feel complete.
- 3D production
- Blender · Modeling · Materials · Lighting · Rendering
- Visual production
- VFX · Photoshop · Compositing · Animation
- Audio
- Adobe Audition · Sound editing · Sound design
Project experience
3D building game
Create It
A 3D brick-building game with a campaign, saved creations and a community gallery.
Technologies: Next.js, TypeScript, Three.js, Rapier, Capacitor, Workers, D1, R2, Google Play, Ads, In-App Purchases
Public product link and project screenshots.
From editor to game
Create It combines free building with a campaign and now contains 500+ user-created builds. Players assemble a model, photograph it from a chosen angle and submit it against a reference. My work covers the 3D editor, progression, cloud saves, community features and the backend that manages player accounts and rewards.
Editor, saves and progression
- A Three.js editor supporting 1,000+ bricks, with Rapier physics, grid snapping, rotation, multiple selection and undo/redo.
- Revision-aware saving keeps local drafts and remote saves distinct, including when a request fails or editing continues during a save.
- Campaign access, inventory, purchases and reward claims are checked on the server.
- Achievements, daily quests and events with special challenges and leaderboards.
- A complete payment and advertising system, including Google Play purchase handling.
- Shared creations go through a moderation queue before appearing in the gallery.
Beyond the scene
The same game has web and Capacitor mobile builds. The repository includes Android release and iOS simulator build paths and content administration. The project brings scene interaction, player progression and content operations together.
Engineering approach
I work across product boundaries: interface behavior, application rules, data models and integrations. I structure systems so that the next developer can understand and extend them, and investigate failures across the complete flow.
- Design across the complete flow, from user action to backend state and external provider response.
- Keep interfaces, business rules, content and integrations separated so that changes remain understandable.
- Validate behavior in the browser and on the relevant platform; distinguish previews and sample data from live product behavior.
- Use AI to assist development while reviewing the code and taking responsibility for the result.
Contact & next step
To discuss a role, use the portfolio contact form and choose Hiring. Include the role, product context and the experience you would like to explore.