I have production experience across gameplay programming, VR/XR, multiplayer, 3D rendering, 3D content, UI, tools, and backend integration, and I have built production features for ACE and Microsoft. At ACE I helped scale the player base from roughly 150 users to more than 50,000 monthly users, all as a live service.
Alongside that I have shipped over a dozen independent mobile games and released two Unity Asset Store tools for other developers to build on.
The range is the point. Most of what goes wrong on a real-time project goes wrong in the seams — between the art that was authored and the budget it has to run in, between the prototype that proved the idea and the systems that have to carry it. Being able to work either side of a seam usually means fixing the cause instead of the symptom.
I work in a small number of long, focused engagements rather than many short ones, which is why this site prices and books the work up front. You get a real estimate before you talk to me, and a start date you can plan around.