How I think about the hard parts of the work — cross-platform SDK architecture, AI-powered developer tooling, and test automation at scale. Written to show the reasoning, not just the result.
A grounded research agent and a C++ review agent, tied to my testing gates, that let me build a low-level Vulkan voxel engine solo — leverage without vibe-coding.
A single mediation feature spans a C# API, an Obj-C/Swift layer, and a Java/Kotlin layer. Keeping the surface, versioning, and behavior identical across all three.
A custom device-level harness — because ad SDKs seize Unity's focus and in-engine automation can't reach them. Maestro flows, real devices, unified reporting.
Release-automation skills, LLM-assisted test authoring, project-context grounding, and review-workflow guardrails — the AI pieces I authored inside the SDK monorepo.
Two years on TerraGenesis (2019–2021): halving the build (300→160 MB), hardening the launch path with on-demand assets and a remote-config watchdog, and automating the fragile parts of the mobile build.
The store & economy for TerraGenesis: Landfall (2022) — deals, sales, bundles, and pricing as data a designer edits and a server retunes, so live-ops runs without an app update.