Hello, I'm Gerard!
Passionate game developer and DevOps engineer specializing in Unity development.
With 5 years of professional experience, I've led development teams,
architected robust game systems, and established complete CI/CD infrastructures
for game studios.
When I'm not coding, you'll find me building LEGO sets, tinkering with cars, skateboarding, or cooking up something new in the kitchen!
Object pooling system for Unity. Features type-safe generic pooling, async initialization, Addressables integration, auto-growth with configurable limits, and specialized VFX/SFX methods with automatic return.
A Unity scene management framework implementing the Additive Scene Loading pattern with Service Locator dependency injection for scalable, modular game architecture.
Unity-based image reader with native folder browsing and multi-threaded loading. Features PNG validation through byte reading, on-demand file refresh, and optimized scrollable file view for efficient image management.
As Team Lead, I directed the full development cycle using Agile methods, built and optimized the core architecture, introduced new workflows and CI/CD pipelines, and mentored the team to ensure smooth collaboration and high-quality code.
I designed and implemented the reputation system and car part progression, creating a dynamic, data-driven gameplay loop that rewards skill and style.
I built a full CI/CD pipeline for Unity and Unreal Engine projects that powered Pizza Slice and the release of JDM: Japanese Drift Master. Using Jenkins, GitLab CI, and Docker, I automated builds, testing, and deployment across platforms — cutting release times and ensuring reliable, reproducible builds with real-time notifications and streamlined collaboration.
As a contracted Lead Unity Developer, I built the core architecture, optimized performance with GPU-based systems, and implemented key gameplay mechanics.
I contributed to project optimization and refactored existing systems for performance. Handled bug fixing and code maintenance, ensuring a smooth and stable experience throughout development.
I helped build core systems including grid-based construction, weather, and language management, contributing to the game’s technical foundation and immersive world design.
Interested in collaborating or have a project in mind? Feel free to reach out through any of these platforms!