With over a decade of international experience, I’ve shipped features for mobile titles exceeding 20 million downloads, specializing in C#, asynchronous programming, asset streaming, modular architecture, and performance optimization on low-end devices.
Currently contributing to a confidential project at Limit Break. Open to innovative Unity opportunities in Japan and beyond.
Professional and Personal Works
As a Unity engineer with over a decade of international experience, I bring fresh perspectives and proven problem-solving to collaborative teams. Based in Tokyo since 2022, I’m fluent in cross-cultural environments and open to innovative game development roles in Japan or globally.
Early Foundations and Education
I honed my skills at the Academy of Art University, earning a BFA in Game Development. There, I led programming on multiple collaborative projects: three were exhibited at the Game Developers Conference (GDC), and one won a department award and was nominated in multiple categories for the university’s yearly Media Awards. These experiences built my foundation in level design, scripting, and team dynamics.
International Transition and Remote Innovation
After graduating, I relocated to Kobe, Japan, via the JET Program, where I taught English at high schools, and later at Globe English School in Osaka. This role sharpened my communication and adaptability skills, essential for multicultural game dev teams. Concurrently, I worked remotely as a Software Engineer at Sol Press (2017–2021), developing internal tools to streamline localization workflows for translators and editors. A standout achievement: I led the port of a Japanese visual novel to Unity without access to the original’s source code, using iterative analysis and a modular framework to create a reusable engine.
Scaling Mobile Games in Tokyo
In 2022, I joined Infinity Vector in Tokyo as a Unity Engineer, contributing to Assoluto Racing, a mobile racing sim with over 20 million downloads on Android and iOS. I optimized large-scale tracks with asynchronous level streaming for low-end devices, extended PlayFab for flexible live events (e.g., tournaments and custom modes), and overhauled UI systems for better user experience. I also designed features like scalable dialogue systems for Midnight Street: Tokyo Tune, supporting designer-driven updates and modular reusability, and replaced the game’s heavy reliance on Unity’s Resources folder with a robust Addressables-based system that delivers the vast majority of assets via remote CDN bundles, enabling dynamic content updates and better scalability.
Current Role and Future Outlook
Since August 2024, I’ve been at Limit Break Japan, contributing core programming and optimizations to a confidential project. My focus remains on building robust game foundations in fast-paced, international teams.
What Drives Me
At my core, I’m a relentless problem-solver who thrives on turning “impossible” into reality. I experiment with emerging tech to leverage games' interactivity in unique ways, whether optimizing memory for mobile or abstracting frameworks for future-proofing. With my experience working with multi-national teams, I’m eager to tackle XR, AI-integrated gameplay, or immersive narratives.
BFA in Game Development, 2016
Academy of Art University
Japanese Language Studies (JLPT N3 Equivalent), 2020
Japanese Communication International School
Recent career highlights
Core contributor to a high-profile confidential project in a fast-paced international team.
Key contributor to mobile racing titles with 20M+ downloads (Assoluto Racing and Midnight Street: Tokyo Tune).
Led porting and tooling efforts for visual novels into Unity.
Focused on level design, scripting, and collaborative projects.
Led programming on multiple teams for games exhibited at GDC; one nominated and awarded at university’s Media Awards.