Mid-Level Gameplay Software Engineer specializing in Unreal Engine, Unity, and AR/VR
Cypress, TXGameplay Software Engineer II5 years experienceMid-LevelVideo GamesVirtual RealityAugmented Reality
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Joshua already has a relationship with Reval, so a warm intro from us gets a much better response than cold outreach.
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About
Unity/C# gameplay engineer who has shipped both core systems and live multiplayer features, including a modular real-time inventory system that cut crashes by 80% and improved retention. Built an LLM-driven NPC dialogue pipeline with caching, fallbacks, batching, and fine-tuned models, iterating via player feedback and analytics. Shipped a Photon Fusion multiplayer metaverse with rigorous network simulation and CI stress testing, and has VR optimization experience (Meta Quest constraints) on Horizon Worlds.
Experience
Gameplay Software Engineer IIMeta/Facebook
Gaming Software AI EngineerHP Inc
Game Content Developer & Technical Level Designer (Mid-Level) (Unity3D and Unreal Engine 5)Janus Research Group
Full Stack EngineerCombat Waffle Studios
AR/VR Engineer (Mid-Level-Contract)Infovision
Unreal Engine 4 Engineer and Unity3D (Contract)Mercer Project
Unreal Engine 4 Engineer and Unity3D (Contract)Drastic Studio
Unreal Engine 4 Engineer (Contract)Onessus Blockchain Systems
Education
CG Spectrumbachelor, Game Development (2025)
University of Houston Victoriabachelor, Computer Science (2019)
Key Strengths
Shipped Unity inventory system with modular architecture (ScriptableObjects/managers/events) reducing crashes by 80% and boosting retention
Strong engineering hygiene: weekly peer reviews, PR-based workflow, emphasis on test coverage and maintainability
Integrated LLM-driven NPC dialogue with caching/prefetching, fallbacks, batching, and smaller fine-tuned model to manage latency/reliability/cost
Data-driven iteration loop using in-game surveys, feedback forms, and engagement/fallback analytics to refine prompts and system behavior
Shipped Photon Fusion multiplayer metaverse with client-side prediction/server reconciliation, replication, and robust lobby/match flow
Proactive network robustness testing using Unity Network Simulator plus automated sessions and nightly CI stress tests; added logging and retry/backoff to resolve live issues
VR optimization experience under tight CPU/GPU/memory constraints; modularized NPC logic/assets for performance