Drop Fake x Warner Bros.

Unity Developer | Frond End Engineer
Unannounced Mobile Fighting Game
Due to the terms of a non-disclosure agreement, I’m unable to share details about this project, despite it representing a significant portion of my experience. I’m very much looking forward to its public launch and would be happy to discuss my role and learnings at a high level in the meantime.
Drop Fake
Unity Engineer - Front End Focus
Jan 2023 - Jan 2025

Drop Fake was my first full-cycle production role. I joined the team before the current project was conceived, which allowed me to contribute across nearly the entire game development lifecycle—from early planning and pre-production through production, QA, and toward launch. Experiencing a live project end-to-end was foundational to my growth as an engineer.

Front-End / UI Engineer

I owned and built core UI systems using Unity’s UI Toolkit, making architectural decisions that balanced performance, scalability, maintainability, and designer usability while supporting rapid iteration and launch readiness.

Key technical contributions include:

  • Built the inventory system from the ground up
  • Built the player settings screen, allowing the user to adjust sound & volume
  • Implemented state management using Redux-style patterns
  • Applied reactive programming principles
  • Developed and extended UI element lifecycles
  • Used LINQ to efficiently manage large data streams
  • Profiled and optimized UI performance using usage hints, async workflows, and Unity’s Profiler

Cross-Functional & Systems Work

In addition to UI engineering, I contributed to several foundational systems and team workflows:

  • Worked with Addressable Assets to support scalable content delivery
  • Helped develop and maintain a localization system for multi-language support
  • Partnered closely with UX and game designers to translate Figma designs into performant, production-ready UI
  • Wrote and maintained internal documentation in Notion to improve clarity and onboarding

Impact & Growth
  • Thrived in an early-stage, ambiguous environment requiring strong ownership and adaptability
  • Proactively identified and solved issues before they became blockers
  • Collaborated across disciplines while meeting production milestones
  • Ensured UI stability, performance, and polish throughout development

Overall, my experience at Drop Fake strengthened my ability to own complex, player-facing systems from concept through launch. I’m especially interested in roles at the intersection of UI engineering and player experience, where thoughtful architecture and cross-functional collaboration have meaningful impact.