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Joe Francia
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About
Gameplay engineer with Unity/C# experience across AR and multiplayer, including building a custom dynamic navigation system for an AR "floating island" game (with profiling-driven optimization from A* to Markov-chain movement). Also designed an LLM-assisted conversation system for Sims-like gameplay that constrained choices for reliability and low latency, and shipped Photon Quantum multiplayer features with practical desync/prediction fixes.
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Owned and architected a custom dynamic navigation system for AR (navmesh alternative) in Unity/C#
Strong performance profiling and optimization (eliminated CPU spikes by replacing A* with Markov-chain movement)
Built robust developer tooling (debug gizmos) to visualize walkable space, blocked areas, and paths
Designed constrained, low-latency LLM dialogue architecture using deterministic game state + limited player/NPC choices
Multiplayer synchronization problem-solving in Photon Quantum (converted networked item entity into player state to eliminate desync/prediction issues)
Player-centric iteration via playtesting with target audience (preschoolers); feature identified as favorite element
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Skills
UnityC#AR game developmentDynamic navigation/pathfinding on moving surfacesGrid-based navigation systemsRaycastingCompile-time preprocessing/cachingUnity ProfilerPerformance optimization (CPU spike reduction)A* pathfindingMarkov chain-based movement/behaviorDebug gizmos/visualization toolingLLM-driven dialogue systemsPrompt engineering for game dialogueDeterministic simulation design for AI reliability