I'm a Tech Lead at Trick Studio, where I build multiplayer games with Unity and C#. I've worked on Stumble Guys (100M+ downloads) and Lil Snack, helping millions of players have fun every day.
Building scalable multiplayer games
I've been making games for over 10 years, mostly with Unity and C#. Currently Tech Lead at Trick Studio, where I work on games like Stumble Guys (100M+ downloads) and Lil Snack.
What I love most is building systems that work at scale-multiplayer networking that doesn't lag, backend infrastructure that stays up, and gameplay code that runs smoothly on any device. I've shipped games for big names like Scopely, Netflix, and Amazon.
These days I'm really into Unity's ECS/DOTS and performance optimization. There's something satisfying about making a game run at 60fps with thousands of entities on screen, or cutting load times in half with better architecture.
Leading game development teams
Lil Snack: New pop-culture games & puzzles every day!
https://www.lilsnack.co
Software Engineer - Scattergories
Contributing to the design, development, and maintenance of core product features. Focused on building
scalable, high-performance, and maintainable systems for daily puzzle games.
Stumble Guys: Massive multiplayer battle royale with 100M+ downloads
https://www.stumbleguys.com/es
Tech Lead - Stumble Guys
Led engineering efforts for one of the most successful multiplayer mobile games globally, managing
core gameplay systems and platform features at massive scale.
Technical leadership across multiple game projects, focusing on architecture, team management, and infrastructure.
Expert-level Unity and C# development
I work on multiplayer games that need to handle millions of players. Stumble Guys taught me a lot about what happens when your game suddenly hits 100M downloads-you learn real quick what "scale" actually means. These days I focus on writing code that's both fun to work with and actually performs well in production.
10+ years of Unity development experience
Cutting-edge Unity technologies for maximum performance
Expert-level C# programming and architecture
Real-time multiplayer systems at massive scale
Creating intuitive, performant user interfaces
Scalable, maintainable game architectures
Ship games across all major platforms
Scalable systems and infrastructure
Good code is one thing. Code that scales to millions of users? That's where architecture matters. I've learned this the hard way-when your game blows up overnight, you find out real quick if your systems can handle it. These days I think a lot about making things both flexible for future changes and simple enough that the team can actually work with it.
I try to write code that solves today's problem without painting myself into a corner for tomorrow. It's tempting to build this perfect, infinitely scalable system, but honestly? That's usually a waste of time. The trick is finding the middle ground-code that's simple enough that anyone on the team can understand it, but solid enough that it won't fall apart when things get busy.
Every decision is a trade-off. "Should we use microservices here?" depends on a dozen factors. I've learned to document why I made a choice, because future me (and future teammates) will definitely ask. And I'm always ready to change direction when the real world tells me I was wrong. Good architecture isn't dogmatic-it adapts.
Open-source contributions and published assets
Always open to exciting opportunities and collaborations