A free-to-play turn-based tactics game shipped to three platforms as a live service. Senior developer from the first commit of the Unity version, working with the lead developer on technical direction.
Set up the Unity project, ported the legacy C++ codebase to C# and Unity, and built the modular voxel avatar system, with characters assembled from parts and a bulk conversion tool that brought the art library across.
Brought battles onto Netcode for GameObjects with server-authoritative actions, then built the dedicated game servers on Unity Multiplay and the matchmaking behind them. Later moved server hosting to Rocket Science with a custom allocator in Cloud Code.
Took the PC launcher and patcher from proof of concept to production, with S3 distribution, per-environment builds, and a Windows installer. Built the in-game store with in-app purchases on mobile and PC, and wired up analytics, remote config, Datadog logging, and crash reporting.
Designed the studio's git flow and the GitHub Actions pipelines behind every client and server build, which carried straight over to Hyperflora. Over three years the studio shipped seasonal content and new game modes, including Titan Arena, on top of it.