EcoRun
- ›Player movement systems
- ›Modular obstacle spawning
- ›Collectible and power-up systems
- ›Live progression architecture
- ›Performance optimization
“I build systems that scale —
not features that break later.”
Multiplayer architecture · Gameplay systems · Mobile performance
Move cursor · adjust latency · watch client-side prediction vs. server authority reconciliation
Earlier shipped work: 4 years at Loco (live mobile games, SDE 3) · Tap Cube Studios catalog (Android racing, platformer, action)
Click any tile to read the specific technical decision.
Server-authoritative design, lag compensation, deterministic state sync. Shipped across BullBash and Tankz N Glory.
Modular player, progression, ability, and inventory systems designed for live-content expansion.
UE5 Tick reduction, widget optimization, mobile profiling, pooling systems. Restored framerate on shipped UE5 mobile title.
PlayFab integration, IAP, ads, analytics pipelines. 4 years at Loco shipping live mobile titles.
Production-grade work across Unity (C#) and Unreal Engine 5 (C++/Blueprints).
Owned crash-rate reduction and runtime stability across live mobile titles at Loco.
How a static player with a moving world creates cleaner spawning, stable cameras, and no floating-point drift — decisions that compound as the game scales.
Why monolithic PlayerController breaks at production scale, and how SOLID separation creates safer iteration, cleaner testing, and maintainable gameplay systems.
Container choice drives cache behavior, memory stability, and debugging complexity. Why std::vector often wins, when to avoid linked lists, and how engine-native containers change the trade-offs.