Contributed porting the game from a PC-only (Steam) to PlayStation 5 and Xbox Series X/S, ensuring compliance with platform certification requirements (Sony TRCs and Microsoft XRs).
Profiled on PS5/Razor and Xbox/PIX (WinPixEventRuntime), finding and fixing performance bottlenecks, contributing to improved stability and overall system performance.
Designed, implemented and integrated FMOD audio wrapper into last gen consoles.
Responsible for refactoring legacy UI built with NGUI to Unity UI (UGUI), adopting reactive programming patterns using UniRx to improve code clarity.
Added several analytics events (Power BI) helping the team make data-driven decisions.
Maintained a Domain-Driven Design (DDD) architecture by modularizing features into independent assemblies, improving compilation times and enabling more efficient patching workflows.
Maintained a clear separation between presentation and business logic by isolating Unity-based view components from core logic implemented in pure .NET projects, relying on dependency injection (Zenject) to achieve high testability and maintainability.