Game Client Engineer / Unity Engineer

Fumihiro To

党 文博

Giving shipped games speed and structure.

1.5+Years Exp.
6Projects
70%Load Time Reduction
Unity (C#)Primary Stack

About Me

Profile

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.

Technical Skills

Languages

  • C#

Engines & FW

  • Unity 6 / 2022.3
  • UniTask / UniRx / R3
  • Addressables
  • VContainer

Specialties

  • Out-game Architecture
  • Performance Tuning
  • Asynchronous Loading

Tools & Others

  • Git / GitHub
  • VS Code / Rider
  • AI Assistants

Featured Projects

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Experience

2025.08 — 2026.01

Rudel Inc. | Client Engineer

Live-ops and feature development for the smartphone simulation game "Kingdom Itadaki."
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  • Contributed to stable live operation of "Kingdom Itadaki" through feature updates and bug fixing as a client engineer.
  • Designed and built production support tools for technical artists, improving the workflow from asset preparation to in-game implementation.
  • Proposed coding rules and a better pull-request review flow, helping standardize code quality and improve team productivity.
  • Integrated tools such as Cursor and Gemini into the development workflow to accelerate implementation and debugging.

Key Achievements

  • Resolved recurring freeze issues by redesigning Addressables operation and distributing asynchronous loading workload.
  • Reduced application startup time by 50 percent through profiler-based bottleneck analysis and optimization.

2024.04 — 2025.04

ScopeNext Inc. | Client Engineer

Client-side development and live-ops support across a livestream-linked puzzle game and a hybrid-casual RPG.
Expand details

  • Worked as a client engineer across both a hybrid-casual RPG and a livestream-linked puzzle game.
  • Handled API integration and out-game architecture design in the new-development phase using UniTask and UniRx.
  • Acted as the main engineer during live operation, maintaining and extending both in-game and out-game features in a one-engineer setup while also supporting release flow and QA.
  • Implemented new UI, large-scale UI refactors, and anti-cheat features that improved UX and helped maintain game balance.

Key Achievements

  • Achieved a 70 percent load-time reduction through Unity Profiler-based bottleneck analysis.
  • Sustained stable operation across two consecutive titles under limited resources.

Contact

Feel free to get in touch.