Refactored existing planet-handling code to make it modular and easier to extend
Built a Planet Creation Tool in Unity so non-technical staff can create & configure planets without engineering support
Implemented null checks, validation, and safe creation patterns to prevent runtime issues during content creation
Streamlined workflow by integrating preview generation, asset creation, and prefab setup directly in the Editor
Reduced repetitive engineering tasks and sped up iteration cycles for content updates
Added naming and data validation rules to enforce consistency and prevent invalid assets
Built a tailored IAP system on top of Unity's IAP Catalog to meet project requirements and simplify store integrations
Unified purchase flows across App Store and Play Store with consistent handling for consumables, non-consumables, and subscriptions
Implemented receipt verification, robust validation and error handling to prevent edge-case crashes and ensure purchase integrity
Created editor utilities for catalog updates, SKU mapping, and QA testing so non-technical team members can manage offerings safely
Added restore purchases, sandbox QA support, and clear user-facing error messages to improve customer experience and reduce support load
Instrumented purchases with analytics and server-side verification hooks for entitlement management, fraud mitigation, and monetization iteration
Reduced engineering overhead for store integration and accelerated monetization iteration cycles through rapid configuration and testing
Refactored the painting tool to separate rendering, input, and data layers for easier maintenance and faster feature rollout
Profiled CPU/GPU hotspots across representative devices to identify bottlenecks and prioritise optimizations with measurable gains
Rewrote heavy per-pixel and brush math using Unity Jobs + Burst to parallelize work safely and reduce main-thread load
Implemented adaptive quality (tile sizes and sample rates) to respect compute limits on low-end hardware while preserving UX on high-end devices
Optimized input handling and asynchronous processing to improve brush responsiveness and reduce perceived lag during painting sessions
Added debug overlays, performance toggles, and QA utilities so designers can test paint settings and performance without developer support
Introduced defensive checks and graceful fallbacks (including single-threaded mode) to avoid crashes on constrained devices
Reduced main-thread CPU time and frame drops, improved average frame rates on target devices, and shortened iteration cycles for designers
Compiled, signed and debugged iOS builds in Xcode, used device debugging, crash logs, and symbolicated stacks to find and fix platform issues
Prepared archives, managed provisioning profiles and signing
Built signed Android packages from Unity (Gradle/keystore), prepared release artifacts
Integrated crash reporting and symbolication workflows, and used device/console logs to quickly triage platform-specific regressions