PokerGo Holdem

![]() | I joined the PokerGo Holdem team as a fullstack gameplay engineer and primary Unity developer. I worked closely with product management and owners to implement new features swiftly and bug free. As the lead Unity developer on the project I was responsible for code reviews and helping the junior developers with understanding the code base and implementation of new features as well as cleanup of the pre-existing code to make the game more performant. I was responsible for implementing the entire Unity IAP system into the client, including the UI and socket calls to authenticate the purchases with the server. I also implemented rewarded video ads, scene lighting, some UI/UX for all scenes in the project including tournament finishing panels, power ups, and table messages. Game performance was another area I worked in, removing unnecessary code and update loops as well as compressing or removing old graphics to make the game run at a higher framerate on mobile. A scondary part of my job at PokerGo was on the NodeJS Socket server. I worked under the lead back-end engineer to deploy new features and bug fixes to the game server. We used a three tier deployment system to test code in a dev environment first, then move into a staging environment when the code was seemingly bug free, then to the production environment when we were confident in our solution. A large portion of the back-end work done on the server was a rewrite of the game engine structure to allow for unlimited scalability. The codebase that was left to us from the previous development team was not made to scale to the amount of players we were expecting to have so we rewrote it using a Redis socket and multiple scaling Kubernetes clusters to allow for an infinite number of players. |
Tools and SkillsUnity Game Engine C# Unity IAP IronSource Ads Stripe Purchasing SocketIO RESTful API MySQL NodeJS Kubernetes Docker |

