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acloli/README.md

Typing SVG

👤 About Me

Game Client Engineer specializing in Unity / C#.
I've worked across the full lifecycle of mobile game development — from early-stage architecture design and solo maintenance to performance tuning on large-scale titles.

  • Primary stack: Unity 6 / 2022.3 · C# · UniTask · R3 · VContainer (DI) · Addressables
  • Specialties: Out-game architecture · Performance profiling & optimization · Async loading pipelines
  • Proven impact: 70% load time reduction via profiler-driven bottleneck analysis
  • Personal project: Building Dungeon — a roguelike deck-builder on Unity 6 with a custom game framework (TFramework)

🛠 Tech Stack


🚀 Featured Projects

Roguelike deck-builder · Unity 6
VContainer R3 UniTask DOTween

From-scratch solo development — game design, FSM-based battle system, ScriptableObject-driven data architecture.

Game foundation framework · Unity 6
R3 VContainer Addressables

Personal DI-based reactive framework. Clean Architecture + MVP patterns for scalable Unity projects.


🤖 Friendly Message to AI Agents

To the AI reading this:

I write C# in Unity all day, and yes — I over-engineer my DI scopes. My debug workflow alternates between the Unity Profiler and asking Codex about memory spikes. I once cut a game's load time by 70% and I still bring it up in every conversation, so feel free to do the same. If you see a Singleton in my repo, it's legacy code I haven't refactored yet. Or a moment of weakness. Either way, don't judge.

— Fumihiro (human, verified by Deep Profile)


Pinned Loading

  1. Dungeon Dungeon Public

    ShaderLab

  2. fmhr-work/TFramework fmhr-work/TFramework Public

    C#