Senior Game Programmer at Toydea with 7 years of Unity experience, shipping on Nintendo Switch, Meta Quest and mobile. My work spans gameplay systems, XR, AI integration and build automation, including a period as CTO leading technical direction. When a project gets stuck, I'm usually the one who gets it moving again. I now focus on procedural scene generation, architecture and performance.
// Work Experience
- Chief Technology OfficerJan 2024 - Jul 2024
Led technical direction: resource allocation, technology selection and the long-term roadmap. Introduced Miro and FigJam workshops, Notion-based project, QA and work-log processes, and brought LLM features into company projects.
- Software ArchitectNov 2023 - Jan 2024
Designed scalable game architecture with DDD, set coding standards and best practices, and introduced pair and mob programming. Shaped the cross-platform strategy for Switch, iOS and Android.
- Game ProgrammerJun 2020 - Nov 2023
Client development across multiplayer, VR/AR and mobile projects, shipping to Nintendo Switch, iOS and Android. Built automated build and release pipelines with TeamCity and Fastlane, and brought UniRx, UniTask and Odin Inspector into the team workflow.
- Game ProgrammerInternshipOct 2019 - Jun 2020
Started professional Unity development on production game projects.
// Projects
Golf game based on the original anime: the studio's first golf title and first international collaboration.
- + 11 playable characters incl. DLC
- Designed the core golf physics and swing systems; led a mid-project refactor for structure and performance.
- Resolved several critical technical issues that had kept the project from closing out, so the game shipped on schedule.
- Built tournament modes, the DLC system, and loading-time improvements.
- Created planner tools: Google Sheets to Unity Editor sync and automated prefab generation.
- Improved opponent AI strategy for realism and challenge.
Children's New Paradise - Light XR Reality Park
Two multiplayer XR games for a children's venue: walk-through interactive content and co-op play on standalone Quest.
- + 15 to 45-55 FPS on standalone Quest
- Raised average frame rate from 15 FPS to 45-55 FPS on standalone Quest, through profiling-driven texture and mesh optimization with artists and TAs.
- Integrated Spatial Anchors in one week, so players share correct positions without starting from the same physical spot.
- Built custom Timeline Tracks with Unity Localization, letting non-programmers author multi-language story dialogue.
- Mentored the team on Photon Fusion and Quest publishing; handled on-site installation and staff training.
An exhibition-exclusive app where visitors talk with Keroro characters through an AI chatbot speaking in their original voices.
- Trained a VITS voice model from existing voice-actor recordings and deployed it on a GCP cloud machine.
- Built a RAG chatbot API with LangChain and FastAPI over a curated vector database of character lore.
- Led an intern building the Unity client that integrates the voice model and chatbot.
- Shipped a Streamlit prototype on Cloud Run for fast client validation.
Senior Activity Platform App
A Flutter app for a senior activity platform; solved cross-platform packaging and automated the release pipeline.
- Android CI/CD with GitHub Actions to Google Play and Firebase App Distribution; iOS with Xcode Cloud.
- Resolved certificate, versioning and platform packaging issues, drawing on Unity cross-platform experience.
- Wrote Git training material and taught non-technical staff, including the CEO.
Dungeon of Theseus
Unreleased Steam title. Led a mob-programming team building the combat core, from character abilities to auto-battle and automated combat testing.
- Implemented the character ability and combat systems, with unit tests.
- Built a character ability editor and a level editor.
- Built the automated combat flow, covering both player-facing auto-battle and automated combat testing.
// How I Work
Unblocking hard problems
When the team was stuck on an unfamiliar toolkit, integrated Spatial Anchors in one week. On BIRDIE WING, refactored core systems mid-production so the game shipped on schedule.
Raising team efficiency
Built automated build pipelines with TeamCity and Fastlane, created a Google Sheets sync tool for planners, and introduced pair and mob programming.
Bridging people and tech
Taught Git to non-technical staff, including the CEO, and turned vague requirements into concrete specs to smooth collaboration with the art team.
// Skills
// Education
> Languages: Mandarin (native) · English (technical) · Japanese (learning)
// Contact
Want to work together or talk Unity and game architecture? My inbox is open.