At BebopBee, Inc., I built the core match-3 engine for Travel Crush and an in-editor level designer that let designers play and tune levels without leaving Unity. I also created a dynamic difficulty system and AI-driven automated level playtesting.
I shipped live-ops events and built a custom AssetBundle delivery system for background-downloading content. Travel Crush has more than 1 million downloads.
On Super Jump League, I built a deterministic 2D physics engine and implemented client-side prediction and latency compensation for multiplayer. I also developed bot AI with A* pathfinding and behaviour trees, and cheat detection via Photon server plugins.
More recently, I launched commercial Telegram bots using my .NET-based backend framework, PostgreSQL and the OpenAI API, and developed an AI-native production CRM with Next.js, Express, PostgreSQL and Docker. I also discovered a high-severity vulnerability in UMA Protocol's Solidity smart contracts, earning a $10,000 bug bounty.

