Obligatory Foreword

As you might expect, I cannot disclose the details of many things I worked on or created during my time at Kooapps, especially due to the nature of my expertise being quite “behind the scenes”.

As a result, this page will be lighter on the details.

I can, however, share anything I’ve contributed to that is already public information, or reasonably inferred from public records.

So, let’s see what I can share about my work at Kooapps in 2022!

Languages used in 2022

(roughly from most to least used)

  • C#
  • Bash (+ zsh)
  • Java
  • PHP
  • Obj-C / Obj-C++
  • Python
  • ShaderLab / HLSL
  • Ruby on Rails

2D Games:
Snake.io, Stacky Bird, Pocket Family, etc.

snake-stacky-pf.png

  • Re-engineered a 2D collision system to make better use of discrete mathematics, optimizing collisions on clients and servers by 2x (amortized; 3x mortized).
    • Also developed custom editors for debugging collisions and player movement.
  • Optimized sprite texture compression, atlasing, and rendering.
  • Identified defunct 3rd party plugins and implemented several streamlined replacements thereof.
  • Regularly code reviewed monetization (ads, IAP) implementations, offering fix suggestions and communicating insight to data analysts, account managers, and other stakeholders.
  • Wrote semi-automatic TCR linting tools, to reduce time wasted checking for basic values in the repos.
  • Championed the adoption of Spine for rendering efficient 2D animations, aiding devs and artists alike with implementation and execution.

3D Games:
MicroTown.io, BowRider.io, Helix Stack Jump, etc.


  • Created an art zoo app that doubles as an on-device asset performance checker.
    • Became critical in the pre-launch checks for major content updates.
  • Optimized use of Photon Quantum for Unity, particularly with mobile devices in mind.
    • e.g. AI raycasting and object pooling.
  • Implemented performant VFX to graphically represent world mechanics.
    • e.g. the battle-royale-inspired shrinking fog mechanic in BowRider.io
  • Helped the teams implement various challenging aspects of UI in Unity.
    • e.g. so that it looks good on all expected resolutions and aspect ratios.
  • Programatically optimized vert/tri counts and draw calls on several dynamic / animated 3D assets.
    • e.g. the cash stacks in MicroTown.io used to tax FPS due to so many draw calls, now they are only one draw call each no matter how tall they get.

bowrider.webp

KooLab

koolab-banner.png

  • Deployed a self-managed GitLab instance to serve 100+ devs in 5 countries.
  • Maintained top-tier server security and modern encryption standards.
  • Promoted the use of features such as CI/CD pipelines, Merge Requests, Issue boards, etc.
  • Generally raised awareness about repository cleanliness, best practices, and some magic tricks.

NOTICE: I do not wish to be a web developer or server dev, unless perhaps that server is a game server. If nothing else, let this section highlight my versatility as a developer, my general expertise in technology, and my habit of doing things for a greater good.


See Also: