Kids Car Wash Games
A tactile car-wash simulation for young children. Built gameplay and interaction systems, and tuned it to stay responsive on older, lower-memory devices.
Open to new opportunities
Senior Unity Developer with 4+ years shipping polished, high-performance games across iOS, Android, WebGL and Amazon Appstore — with a particular focus on making them run well on low-end hardware.
01 — About
I'm a Unity developer specialising in gameplay programming, performance optimization and cross-platform deployment. Most of my work has been in educational games for kids — the kind that has to feel instant on a five-year-old phone with 4 GB of RAM, which turns out to be a genuinely interesting engineering constraint.
I tend to be the person who picks up the crash nobody can reproduce. Profiling, memory management and chasing GC spikes through the Unity Profiler is the part of the job I enjoy most, and it's where I've had the clearest impact: roughly 35% better session stability on low-end devices at GOG Studios, and 20–30% faster loads across the Skidos catalogue.
I've also worked across AR — AR Foundation, ARCore, ARKit and Vuforia — and have taken multiple titles all the way through release on the App Store, Play Store and Amazon Appstore.
02 — Work
Published games I built or contributed to, live on the App Store and Google Play.
A tactile car-wash simulation for young children. Built gameplay and interaction systems, and tuned it to stay responsive on older, lower-memory devices.
Learning games for 3–5 year olds, blending early maths and logic with play. Worked across gameplay features, UI and release readiness.
A role-play game introducing children to a check-up without the nerves. Shipped on both iOS and Android from a single Unity codebase.
A 3D street-football title: physics-driven ball handling, camera behaviour, and keeping the frame budget honest on mid-range phones.
At GOG Studios: a scalable top-down overworld with 6+ themed stations, acting as the navigation layer for 8–10 mini-games. Room-based gameplay loops and state transitions kept game state and player context consistent across the boundary.
Less visible than a shipped title, but the thread running through all of them: profiling, cutting runtime allocations, taming GC spikes, and resolving crashes that only reproduced on low-end hardware.
03 — Experience
Built a scalable overworld system with 6+ themed stations serving as the navigation layer for 8–10 educational mini-games, and architected the room-based loops and state transitions between them. Resolved several high-impact crashes on low-end devices, improving session stability by ~35%, and cut WebGL load times 20–25% on ≤4 GB machines by reducing runtime allocations and GC spikes. Delivered 10+ production features across rapid sprints, shipping milestones with zero blockers.
Owned development and release of multiple educational titles across iOS, Android, Amazon Appstore and WebGL. Led optimization work that cut memory use and load times ~20–30% through profiling and asset work, and became the primary owner for debugging and crash resolution on low-end hardware. Integrated and maintained WebEngage, Embrace, Firebase and Singular, and mentored junior engineers through code review.
Developed and enhanced in-house SDK modules for seamless integration, built and improved game features from design documents, ran feasibility analysis on prospective projects, and launched and maintained several titles while hunting down bugs and performance bottlenecks.
Where it started: integrating in-house SDKs across multiple games, debugging critical stability issues, and helping get builds through QA and out the door.
B.Tech, Computer Science and Engineering
Dr. A.P.J. Abdul Kalam Technical University · 2015 – 2019
04 — Contact
Open to Unity roles, and to interesting gameplay or optimization problems. Drop me a line — I read everything and reply to most of it.
Prefer email? hello@mohdahmer.com · LinkedIn