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Game Client Engineer / Unity Engineer
党 文博
Giving shipped games speed and structure.
I'm Fumihiro To, a Unity game client engineer with experience across smartphone game development, from early-stage title setup to solo live-ops maintenance and large-scale performance optimization.
My strength is profiler-driven bottleneck analysis. In past projects, I reduced load time by as much as 70 percent, and I am equally interested in architecture that keeps products maintainable as they grow. I actively build foundations with modern Unity-oriented tools such as VContainer, UniTask, and R3.
In the long run, I want to lead technical problem solving and architecture work that improves team productivity while delivering better player experiences.
A roguelike deckbuilder developed as a personal project. Built with VContainer, R3, and UniTask, with a strict FSM-driven turn-based battle architecture.
View DetailsA personal game foundation framework designed to balance maintainability and performance. Built around VContainer and R3 to validate a loosely coupled architecture.
View DetailsLive-ops and feature development for a smartphone simulation game. Delivered major performance work including a 50 percent startup-time reduction and freeze mitigation through Addressables restructuring.
View DetailsA livestream-linked puzzle game. Covered out-game UI implementation during the new-development phase, then completed all client-side maintenance and feature work as the only engineer in live operation.
View Details2025.08 — 2026.01
Live-ops and feature development for the smartphone simulation game "Kingdom Itadaki."
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2024.04 — 2025.04
Client-side development and live-ops support across a livestream-linked puzzle game and a hybrid-casual RPG.
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