400万人が利用する会社訪問アプリ
With a passion for blending gameplay programming and technical design, I leverage my creativity and technical skills to craft seamless and engaging experiences. My work focuses on optimizing UI/UX and developing innovative interactive systems that resonate with users. I strive to exceed expectations and create moments that delight. Inspired by a lifelong fascination with creative technology, I am
I aim to merge design and technology to create products that bring joy and innovation to people's lives, making a positive impact through engaging and seamless experiences.
I played a key role in developing and maintaining a cloud-based SaaS platform for interactive ads, utilizing Vue, TypeScript, and AWS. I collaborated with stakeholders to resolve UX issues and led the development of responsive UI components, including new game mechanics and AI-powered tools. Additionally, I developed a custom TypeScript c
I led a team of 20+ programmers and artists in producing multiple mobile game projects with over 1 million daily active users. I utilized internal analytics to compile release reports, assess product health, and guide feature development. Additionally, I developed and maintained a custom Unity puzzle tool used to create over 500 puzzles.
I worked as a gameplay programmer and designer for a STEM-focused educational MMORPG. I collaborated on designing and documenting new game-based learning features and content. I also implemented and enhanced features such as quest tracking, lesson UI, and interactive music, using a mix of Blueprint and C++ in Unreal Engine.
The program offered a rigorous blend of computer science and game design coursework, where I developed proficiency in both programming and design principles. I worked on multiple solo and team projects, earning recognition through student design awards. My time culminated in an internship at Sony's Sucker Punch studio, where I applied my
I collaborated with the design team to implement player-facing features in C++, focusing on third-person character abilities and dynamic world event systems. I utilized an in-house scripting language to develop training missions, "tutorializing" new mechanics for in-house milestone playtests, and evaluated feedback to guide further gameplay experimentation.