AEW: Rise to the Top
Idle wrestling RPG · superstar progression · automated combat · team strategy
Principal Software Developer with 15+ years building mobile games played by millions. Shipped with publishers like DeNA Japan and Deca. Currently architecting AI-augmented engineering workflows that move teams faster.
Thirteen titles across three categories — idle progression games, action and RPG titles, and hyper-casual hits. Shipped to App Store, Play Store, and publishers across three continents.
Idle wrestling RPG · superstar progression · automated combat · team strategy
Mafia empire builder · territory control · turn-based combat
Idle golf simulation · collection · upgrades · embedded mini-golf mode
Action title · LiveOps support · trap mechanics · AI behavior
Online action RPG · server logic ported to client · real-time PvP
Archero-inspired rogue-like · combat framework from scratch · procedural rooms
Zombie survival · AI pathfinding
Stealth · mini-game system · AI detection
Reflex-based · crowd spawning · UI feedback
Physics puzzle · mechanical chains · gear interactions
Roller-coaster sim · pickup mechanics · dynamic path rendering
My core concept · vacuum mechanic · dynamic block collection
Multiplayer party · real-time sync · timer mechanics
From early-iOS Cocos2dx games to leading Unity SDK architecture and AI-augmented engineering. Each role built on the last.
Leading SDK integrations, developer tooling, and technical practices across 24 Unity game studios. Building AI-augmented internal tools that compound team velocity — Slack agents, code review automation, and knowledge retrieval systems.
Eleven years of progression from Senior to Staff. Shipped a flagship RPG title with 500K+ downloads and 4.5★ rating, led 7-person teams through complete game development cycles, and architected combat systems, monetization economies, and Spine animation pipelines. Sustained 95%+ sprint velocity across milestones.
Early career building top-grossing mobile titles in the first wave of iOS gaming — Tap Ranch, Dream Ranch, Wonder Cove farming sim trilogy in Objective-C, plus Cocos2dx work for DeNA Japan including Time Teams card battler. The era where mobile game architecture was being invented in real-time.
Most engineers stopped at "ChatGPT helps me write code." I went further — architecting production AI agents, building MCP servers, designing knowledge retrieval pipelines. Real engineering workflows, shipping every day.
End-to-end agent design. Prompt engineering, tool use, structured output, multi-turn flows.
Model Context Protocol servers exposing internal knowledge. Production-ready, not demos.
Production agents need uptime. Primary model with silent fallback chains.
When embeddings beat keyword search and when they don't. Engineering merit, not hype.
Bots that act like senior engineers. Answers, standups, tickets, learning on the job.
Static analysis catches issues at PR time. AI suggests fixes. Humans control the merge.
Six rules I've earned the hard way. They show up in every codebase I touch and every team I lead.
Theory is fine; shipping is the point. I prefer low-overhead solutions that update without new builds. Remote Config beats redeploys, every time.
One hour saved daily across a 10-engineer team is a full-time hire's worth of output per quarter. Build the tool. Even if it feels like overkill on day one.
AI is a tool I direct, not an oracle I trust. The interesting work lives in the prompt design, the context curation, the evaluation — not the API call itself.
Most engineering leads stop writing code. I never did. The two roles compound — I lead better because I still ship, and I ship better because I lead.
Engineers grow when they hear what they actually need to hear. I don't dress it up. I also don't make it personal. Code review is craft, not character study.
Internal tools deserve the same polish as customer-facing ones. If it feels rough, no one uses it. If no one uses it, it doesn't exist.
Fifteen years of accumulated tooling. The featured items are where I have the most current depth.