I'm a software engineer who builds real-time, performance-sensitive systems. Games are where I started to sharpened that skill set (tight frame budgets, cache-friendly data layouts, and manual memory management leave very little room to be sloppy), but the engineering underneath travels well beyond them.
I work primarily in C++ and C#, across Unity, Unreal Engine, and hand-rolled codebases. I care about clean architecture, readable code that survives contact with a team, and profiling before optimizing.
struct Engineer {
std::string name = "Kenneth";
std::string role = "Software Engineer";
std::string location = "Philippines";
std::vector<std::string> core = { "C++", "C#", ".NET" };
std::vector<std::string> engines = { "Unity", "Unreal Engine" };
std::vector<std::string> interests = { "Systems Design", "Graphics", "Tooling", "Optimization" };
bool open_to_work() const noexcept { return true; }
};- ๐ญ Building ย โย an unannounced title under NDA: real-time multiplayer systems work
- ๐ฑ Learning ย โย graphics programming, multithreaded systems, engine internals, and advanced gameplay networking
- ๐ฏ Looking for ย โย gameplay, engine, tools, or software engineering roles (remote-friendly)
- ๐ฌ Ask me about ย โย ECS, gameplay architecture, editor tooling, or shipping under a frame budget
Languages
Engines & Frameworks
Tools & Workflow
| Area | What that means in practice |
|---|---|
| Systems Architecture | Component/ECS design, decoupled subsystems, data-oriented layouts that scale past the prototype |
| Performance | Profile first, then fix: allocation churn, cache misses, draw calls, GC pressure |
| Gameplay Networking | Client prediction, server reconciliation, state replication, lag compensation |
| Tooling | Custom editors and inspectors, build automation, pipelines that save the team hours |
| Low-Level C++ | RAII, move semantics, smart pointers, templates โ and knowing when not to reach for them |
| Cross-Discipline | Turning design intent into maintainable systems, shipping alongside artists and designers |
I'm open to conversations about gameplay, engine, tools, and backend roles โ and I answer every message.


