using UnityEngine;
using static Dev.Attrs;

namespace Dev.Identity {
  [RequireComponent(typeof(Curiosity), typeof(Independence), typeof(Pragmatism))]
  public struct ME {
     public Stack stack => new("Unity", "Networking", "Client-Server", "Binary Data", "Editor Tooling");
     public Skillset skills => Skillset.Gameplay | Skillset.Networking | Skillset.Backend | Skillset.Tooling;
     public Mindset mode => MindSet.Experimental | MindSet.Pragmatic;
     public bool IsTeamReady => true;
     public Languages langs => ["C#", "Go", "Python"];
     public Hobbies hobbies => ["Post-apocalyptic settings", "Hardware", "Electronics"];
   }
}
Unity / Gameplay Programming
C# / Systems & Architecture
Networking / Client-Server
Go / Backend & Networking
Binary Data / Serialization
Unity Editor Tooling
Performance / Memory
REST API / WebSockets
Git
2025

Internship at Rubens Games

June 2025 – August 2025

Worked on Purrifiers: Cleaning Chaos. Collaborated with the team on gameplay mechanics, code optimization, and testing functionality in Unity. Actively involved in the design process and iterative development, which helped grow both programming and teamwork skills.

Purrifiers

Purrifiers: Cleaning Chaos

2024

First Internship at Rubens Games

June 2024 – August 2024

First professional experience as a programmer in the games industry. Independently built the Live in MKS project from scratch in Unity. Worked on character movement mechanics, an inventory system, and code optimization. Learned to work with version control, debugging, and adapting to project requirements, building a solid programming foundation.

Live in MKS

Live in MKS