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.
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:
In addition to UI engineering, I contributed to several foundational systems and team workflows:
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.
If this aligns with a potential position at your company, get in touch!
bzlongid@gmail.com