At Whimsy Games, I co-designed and implemented a hybrid ECS architecture shared by the client and server for Undeads. I built entity state synchronization using custom binary packets and zero-allocation serialization, and implemented client-side prediction with server reconciliation.
At SuperPlay, I delivered LiveOps features for Dice Dreams, including seasonal events, a battle pass, collections, and tournaments. Across mobile, WebGL, and VR games, I’ve worked on client-server architecture, networking, and performance optimization.

