Live commercial mobile titles with millions of players, on a release schedule that never stopped. Most of the work was not greenfield: it was keeping a large shipped codebase healthy while still adding to it.
What I did
Developed UI/UX, service integrations and new features in Unity and C# on already released titles.
Worked on rendering and performance inside Unity's graphics pipeline, profiling whenever frame times got ugly.
Maintained and refactored a large live codebase, hunting bugs under a steady release schedule.
Collaborated with designers and artists in a Scrum workflow, with peer code review through pull requests.
Touched bundles, shaders, VFX and networking as the features demanded.