Unity Developer / Porto Area, Portugal

Unity developer for gameplay systems, debugging, and clean implementation.

I work across gameplay systems, UI, optimization, tools, and production support. I'm comfortable in different team sizes, from solo work to teams of around 60, and I can jump into existing projects without slowing them down.

What I bring most is turning messy requirements into stable, shippable work. I like working closely with designers and artists, and I'm used to Git, Bitbucket, Scrum, and Kanban workflows.

Unity 2D and 3D C# Gameplay Systems UI / UGUI Optimization Git / Bitbucket

Delivery

Ownership without drama.

I can own features, clean up unstable systems, and help carry projects through the harder parts of production.

Scalability

Reusable systems over repetitive work.

I look for ways to make projects easier to maintain, using editor tools, reusable templates, or more scalable code.

Team Fit

Technical and easy to work with.

I communicate clearly and work well with designers, artists, QA, and junior developers in fast-moving environments.

Selected Projects

Selected Projects

FakeDoor

FakeDoor logo

Interactive Learning Platform / WebGL

WebGL Tooling Scalability

Worked on a WebGL-based interactive learning platform where performance, reusable systems, and team support mattered. A lot of the project was repetitive, so I pushed toward more scalable and reusable approaches instead of one-off implementation.

Impact: improved team scalability through internal tools, reusable templates, and cleaner production patterns.

  • Built Unity Editor tools to help less experienced teammates work more effectively
  • Helped structure reusable templates and scalable code for repetitive production work
  • Developed responsive UI systems for multiple screen sizes
  • Optimized performance for WebGL builds
  • Created and implemented sound effects and music by suggestion and initiative
  • Mentored junior developers and reviewed their work
  • Managed and reorganized a repository with over 40 branches
  • Implemented shader work for readability and interaction

Product under NDA.

FakeDoor project screenshot

Gentleman Rat Studios

Critter Cove

Debugging Gameplay Support Git

Contributed during production on Critter Cove, a cozy open-world life sim and town builder. My work was concentrated in bug hunting, bug fixing, build review, and helping unblock technical issues during a short production cycle.

Impact: helped the team move faster by finding, fixing, and unblocking gameplay and version-control issues during production.

  • Tracked down and fixed gameplay bugs based on tester feedback
  • Reviewed builds and performance issues
  • Helped resolve Git merge problems during development
  • Implemented a procedural speech system for characters
Critter Cove Steam capsule artwork

Associacao Viver a Ciencia / UPorto

Neuropal logo

Neuropal Mobile Project

Mobile Optimization Publishing

Maintained and improved a Unity application published on iOS and Android. This was one of the strongest examples of independent ownership in my experience: I helped move a previously started project forward, stabilized it, and supported it through optimization and publishing.

Impact: reduced build size from 359 MB to 170 MB while fixing gameplay, collision, and publishing-related issues.

  • Fixed bugs across collisions, game logic, gameplay, build settings, UI, animation, audio, and data
  • Reduced build size from 359 MB to 170 MB
  • Maintained and extended features across the app
  • Managed publishing requirements for iOS and Android
  • Handled Firebase content and data updates
Visit project page
Neuropal background artwork

Ludus / Saltu

Ludus logo

Games, Prototypes, and Team Leadership

20+ people Leadership FMOD

Worked across multiple Unity projects in a larger team environment, including prototypes, full games, audio implementation, architecture discussions, and leadership responsibilities.

Impact: combined hands-on Unity implementation with leadership, mentoring, and audio support inside a 20+ person team.

  • Developed gameplay systems and UI features
  • Prototyped systems and contributed to architecture design
  • Led a team of 5 developers within a team of more than 20 people
  • Implemented audio systems using FMOD
  • Worked with designers and artists on features and cutscenes
  • Taught beginners through courses and internal knowledge sharing
  • Contributed music and sound design work in addition to programming

Some of these projects are protected by NDA, so the details here are intentionally broad.

Current Personal / Collaborative Project

Chasers logo

N.R.Cheese / Chasers

Unity Solo dev currently In progress

Chasers is a collaborative game project with friends where I am currently the only active developer. I keep it below the studio work here because it is personal, but it is still useful as proof of initiative, technical range, and ownership.

Impact: demonstrates solo ownership across gameplay, animation systems, shaders, AI, and reusable runtime systems.

  • Implemented IK animation and procedural animation systems
  • Built shader work and visual effects
  • Implemented AI using NavMesh
  • Used object pooling and reusable gameplay patterns
  • Supported the project with sound and music work as well

The itch.io page is currently restricted, so I'm linking it instead of embedding a broken playable block.

Chasers project screenshot

Skills

Core Development

  • Unity 2D and 3D
  • C# programming
  • Gameplay systems development
  • UI / UGUI implementation
  • Game logic and mechanics
  • Animation scripting, procedural animation, and IK animation

Engineering and Production

  • Debugging and bug fixing
  • Performance optimization, including WebGL
  • Large codebase maintenance
  • System design and prototyping
  • Build optimization and publishing
  • Unity Editor tooling

Workflow and Collaboration

  • Git / Bitbucket, including merge conflict resolution
  • Agile methodologies, Scrum and Kanban
  • Cross-functional teamwork
  • Clear communication with designers, artists, and developers
  • Working independently when needed
  • Mentoring and code review

Audio and Visual

  • FMOD integration
  • Audio systems, SFX design, and mixing
  • Shader Graph and shader implementation
  • 2D / 3D asset integration
  • Mobile, WebGL, and PC pipelines

Mentoring and Teaching

Mentoring and Teaching

FakeDoor

Mentoring junior developers

Supported junior teammates with feedback, review, and day-to-day guidance so they could contribute more confidently.

Ludus / Saltu

Teaching beginners through courses

Helped teach beginners and share practical development knowledge inside a team environment with collaborative learning and internal jams.

LCD Porto

Community teaching outside work

Outside studio roles, I also taught beginners through courses at LCD Porto.

Creative Range

Creative Work

This is supporting material, but it helps show how I work with artists, audio people, and smaller multidisciplinary teams.

Contact

Available for Unity roles where strong ownership, debugging, systems thinking, and team collaboration matter.

If you need someone who can implement systems, solve production bugs, and work well with a team, I'd be glad to talk.