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)
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Roguelike deck-builder · Unity 6 From-scratch solo development — game design, FSM-based battle system, ScriptableObject-driven data architecture. |
Game foundation framework · Unity 6 Personal DI-based reactive framework. Clean Architecture + MVP patterns for scalable Unity projects. |
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
Singletonin 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)
