• Lead Unity SDK Engineer at Monetizr (02/2024 – Current)
Riga, Latvia

At Monetizr, I lead the design, development, and evolution of a complex, cross-platform Unity Ads SDK used in production mobile titles. My role spans architecture, platform integrations, and long-term technical decision-making, with a strong focus on stability, scalability, and developer experience.
I have driven and executed deep integrations across Unity, Android, and iOS, including native bridging (C#, Java/Kotlin, Objective-C/Swift), build pipeline troubleshooting, and SDK interoperability. A significant part of my work involved integrating and maintaining advanced ad-tech components such as Prebid Mobile, handling consent frameworks, macro expansion, and fallback logic across multiple monetization paths.
Beyond feature delivery, I regularly solve high-impact production issues involving threading, async workflows, asset management, networking, WebView behavior, safe-area handling, and platform-specific edge cases. I also contribute to SDK refactors, configuration standardization, and long-term maintainability improvements, ensuring the SDK remains robust as it grows in complexity and reach.
• Senior Unity Engineer at Pretia Technologies Inc. (03/2023 – 01/2024)
Tokyo, Japan

At Pretia Tchnologies Inc., a Tokyo based AR startup, I was tasked to create two state of the art AR experiences for the company’s clients, merging the proprietary “point cloud” technology with engaging and innovative experiences.
My first project was issued by the japanese giant Dentsu, and alongside an UI designer and a backend engineer, we built an AR app that allowed users to take pictures of their favorite sportsman or sportswoman during events and turn them into placeable AR NFT figures. The whole app was also integrated with an event ticketing system through QR code scan, so that only users that had a valid ticket for the event could issue their NFT scans.
My second project was codenamed Jimo, in which players could collect material blocks by scanning their surroundings and could build huge geolocated structures around the world so that all other player could see, even from a distance. It involved implementing cutting-edge technology to make it possible, such as AI image processing, Google’s AR Core Creator and Geospacial kit and server-side instancing.
• Mid Unity Engineer at OP Games (03/2022 – 03/2023)
Singapore

While I was working at OP Games, I was tasked not only to integrate third party games into our Web3 tournament platform, but also to kickstart the company’s proprietary game brand with three titles: Arcadia Memory, Arcadia Survivors and Arcadia Arena.
The first title was a simple memory game in which the player could import his NFTs, specially the company’s own “Arcadians” (2D pixel art characters) as images to play the game and compete in regular tournaments against other players in the community. Playable link here!
The second title was inspired by Vampire Survivors, also featuring the NFT character import, in which the NFT data played a crucial role to determine the player’s initial stats and weapons. The survivor must face waves of role-based enemies to improve his skills and defeat bosses. Playable link here!
The third title was an ongoing project, developed with a partner company, in which I had a system integration input to merge Multiplayer functionalities driven by the Colyseus SDK within Unity to match the platform’s API. I’ve done this same process with almost 10 other games, purchased or licensed from third-party developers. Playable link here!
• Mid Unity Engineer at LG lugar de gente (05/2021 – 03/2022)
São Paulo, Brazil

At LG lugar de gente, one of Brazil’s largest HR software companies, I worked within their serious and corporate games division.
My first complete project was a gamified careers progression app, in which users from UNIMED (largest health insurance provider in the country) could compare their current position at the company with any other role to see how well they would fit, which skills matched and which did not and how to improve them. I worked closely with a UI designer and a game designer to achieve a smooth, clean and yet powerful simulation that created a great impact at our client’s HR.
My second complete project was a 3D point and click corporate adventure in which the player would be tasked to complete various minigames and dialogues that simulated their day to day job at LG lugar de gente. Since the client was the company’s HR itself, we created an experience that would teach and test the staff’s decisions according to the company’s values and mission.
My third and final project was a VR driving simulation game for Oculus Quest 2, ordered by a driving school to teach defensive driving to students. It had many scenarios in which the player should quickly decide, based on his learning, how he would handle the car’s driving on various dangerous situations, such as an accident happening right in front of him or a rock falling from a cliff at the side of the road.
• Junior Unity Engineer at LabTIME/UFG (11/2020 – 05/2021)
Goiânia, Brazil

In LabTIME, one of the most innovative interactive media laboratories in Brazil, our team was tasked by the client, the Ministry of Education, to create a hub-based 3D experience for PC, where the players could explore an archipelago filled with educational puzzles, mixing math, logic, portuguese, english, biology and geography themes, unlocking more places to explores and skills to test around the scenario. The project involved a team of 12 people, including not only the engineering and art team, but also writers, musicians, voice actors and motion capture actors (I had the opportunity to work with Faceware Studio, a high-end motion and face capture hardware and software kit as well as FMOD, the industry standard sound middleware).
• Freelancer Game Developer (03/2019 – 11/2020)
Worldwide

During my time as a Freelance Game Developer, I worked with a wide variety of projects and clients. I have integrated Unity projects with Unity Ads, AdMob, Firebase, Google Play Services and AWS, as well as implementing multiplayer functionalities with Photon and Mirror. Around 20 successful gigs were completed!
• Junior Unity Engineer at Grupo Alves (10/2018 – 03/2019)
Goiânia, Brazil

In my very first professional experience, I developed a Unity mobile educational puzzle game for children to the company’s client, the local Secretary of Education, so that it could distribute it to the city’s primary schools. I’ve worked alongside a 2D artist to achieve the project’s completion, having around 25 simple puzzles that the users could play.
