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Jared P. Game Development, C# and Unity Platforms

My name is Jared P. and I have over 8 years of experience in the tech industry. I specialize in the following technologies: C#, Unity, Games, Online Multiplayer, Game Design, etc.. Some of the notable projects I’ve worked on include: Mobile MOBA MVP (FishNet, Server-authoritative), Super Multiplayer Shooter Template (Asset Store), Game Feel, Mobile Multiplayer PvPvE Looter Shooter (POC), BattleCards: Collectible Card Game Starter Kit. I am based in Malinao, Philippines. I've successfully completed 5 projects while developing at Softaims.

My passion is building solutions that are not only technically sound but also deliver an exceptional user experience (UX). I constantly advocate for user-centered design principles, ensuring that the final product is intuitive, accessible, and solves real user problems effectively. I bridge the gap between technical possibilities and the overall product vision.

Working within the Softaims team, I contribute by bringing a perspective that integrates business goals with technical constraints, resulting in solutions that are both practical and innovative. I have a strong track record of rapidly prototyping and iterating based on feedback to drive optimal solution fit.

I’m committed to contributing to a positive and collaborative team environment, sharing knowledge, and helping colleagues grow their skills, all while pushing the boundaries of what's possible in solution development.

Main technologies

  • Game Development, C# and Unity Platforms

    8 years

  • C#

    2 Years

  • Unity

    6 Years

  • Games

    6 Years

Additional skills

  • C#
  • Unity
  • Games
  • Online Multiplayer
  • Game Design
  • User Experience Design
  • Lua

Direct hire

Potentially possible

Previous Company

Xurpas

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Experience Highlights

Mobile MOBA MVP (FishNet, Server-authoritative)

This is a fully-working MOBA game built from scratch using FishNet networking on a server-authoritative topology. It features a flexible ability system, role-independent unit class, item crafting with build tree, full mobile controls, XP sharing, chat etc. The whole system runs on interpolative and deterministic stats calculation for consistency and to allow important features like "rollback" and "match replay" to be possible. The project was also designed to take advantage of an event-based structure (client and server) as much as possible. (Gameplay footages will be added soon)

Super Multiplayer Shooter Template (Asset Store)

A 2D realtime multiplayer game template I made for the Unity Asset Store. It uses the Photon Unity Networking 2 (PUN2) as its multiplayer back end. Features a free-for-all deathmatch mode, item spawning, power-ups, precisely-synced low cost projectiles, kill streak system, scoring, leaderboard, and more that are commonly found on fast-paced multiplayer titles. Solid and performant multiplayer foundation but easy to work with was the goal of this project.

Game Feel

This is a very quickly mocked-up game scene that showcases how animation, camera work, and proper visual timing significantly contributes to gameplay feel. It's built using only Unity's built-in primitives, uGUI, Trail Render, Particle System and Animator without external assets or aid, apart from the premade icons and 3-frame VFX sprites quickly painted in an external paint program; all animations were made inside the editor. Engine: Unity Timeframe: One, single afternoon

Mobile Multiplayer PvPvE Looter Shooter (POC)

This is a fully functional proof-of-concept of a multiplayer TPS game for mobile. Everything was made from scratch — except from the networking solution of course (FishNet) — weapon system, multiplayer structure, player controller, account management etc. It's in a server-authoritative persistent room setup supporting hundreds of concurrent connections and thousands of networked objects, so it has to sync world elements efficiently and creatively between clients. The goal was to showcase an engaging experience without sacrificing netcode and performance in such a bandwidth-demanding setup.

BattleCards: Collectible Card Game Starter Kit

A game template that offers your usual turn-based card game elements. The goal was to provide a solid base for projects in said genre; no multiplayer but necessary features are present such as AI, deck management, card types, saving/loading, and gameplay verticality. It utilizes Unity's UI system for both the actual UI and game layer itself, which works great for simple setups. The game runs on a state machine loop which drives the turn-based actions and ensures proper event executions. The cards are made up of multiple sprites for modularity and are prefab-based. This is one of my early projects and was done in just under a week, so some implementations may seem "old" but there is a more robust version in the works.

Languages

  • English
  • Tagalog