I've shipped consumer iOS products at Arthouse AR and Growe, from real-time AR scenes and App Clips to multi-region apps serving millions of active users.
At Arthouse AR, I led 3D lipsync integration, improved cross-platform rendering and dynamic layouts, and kept an App Clip below Apple's 15 MB binary limit through resource optimization and feature gating. I also introduced CI/CD practices and performance audits that improved FPS stability, reduced memory leaks, and lowered crashes.
At Growe, I built server-driven SwiftUI/UIKit interfaces that enabled remote A/B testing and faster releases without App Store updates. I reduced production crashes by 20–30%, introduced screenshot testing, and migrated Objective-C modules to Swift.
I enjoy raising engineering quality through testing, code reviews, documentation, and internal workshops, with a focus on Swift, SwiftUI, UIKit, and performance optimization.
