Calgary, AB, Canada

Stanley Chiu

Senior Software Engineer · Unity / C#

Open to gameplay & tools engineering roles Canada / US · Remote-ready

View résumé (PDF)

About

Software engineer with 8 years in game development, shipping combat, progression, economy, and live-ops systems across mobile, PC, and VR free-to-play titles. I own features end-to-end — from technical design through CPU/GPU profiling, memory optimization, and live support — and build the internal tooling that lets small teams iterate fast. Daily user of LLM-assisted development (Claude Code) to ship production-ready code, tooling, and tests.

Languages

  • C#
  • Python
  • JavaScript
  • TypeScript
  • SQL
  • Solidity

Gameplay & Live-Ops

  • Combat & abilities
  • Meta progression
  • In-game economy
  • Social features
  • Live events
  • Feature flagging
  • Remote config

Mobile & Performance

  • Android / iOS
  • CPU/GPU profiling
  • Memory management
  • Texture optimization
  • Async patterns

Tooling & Platform

  • Unity
  • Git
  • CI/CD
  • Test automation
  • SDK development
  • REST APIs
  • WebSocket

Data & Analytics

  • Snowflake
  • Tableau
  • Economy modeling

Education

B.Eng., Computer Science

The Hong Kong University of Science and Technology

Certification

Professional Scrum Developer I (PSD I)

Shipped titles

ProjectCoven preview

ProjectCoven

Mobile · Vertical slice

Sole engineer on a prototype-to-vertical-slice build: core combat and ability system (buffs, debuffs, status effects), meta progression, and in-game economy, on an architecture and CI/CD foundation built for a growing team. Shown with the studio's permission.

Screenshot © Funchy Games, shown with permission.

myVegas Slots preview

myVegas Slots

Mobile · F2P Live-Ops

Mobile free-to-play slots. At Playstudios I built economy-simulation tooling and designed live events that lifted daily revenue by 40%+.

Download on the App StoreGet it on Google Play

Screenshot © PLAYSTUDIOS.

Parallel TCG preview

Parallel TCG

PC & Mobile

A digital trading-card game. Shipped ~100 cards across two expansions, drove the mobile performance pass, and led the automated-testing system.

Key art © Parallel Studios.

NFL Pro Era preview

NFL Pro Era

VR (Meta Quest)

Licensed VR football title. Led its AccelByte backend integration — Meta Quest IAP infrastructure, backend services, and social features — the architecture work behind its move to live-ops.

Screenshot © StatusPro. NFL and NFLPA marks are the property of their respective owners.

Experience

Unity Software Engineer (Contract) · Funchy Games

Feb 2026 – Jul 2026 · Canada

Unity · C# · Claude Code · CI/CD · GitHub Actions

  • Sole engineer — took a game from prototype to a full vertical slice alongside an art director and game designer.
  • Built the core combat & ability system (buffs, debuffs, status effects, conditions), meta progression, and in-game economy.
  • Owned the full technical architecture, codebase structure, CI/CD, and coding standards as scalable team foundations.
  • Drove a deeply integrated LLM-assisted workflow to ship production-ready code, tooling, and tests.

Unity Software Engineer · Parallel Studios

May 2024 – Jun 2026 · Canada

Unity · C# · Claude Code · CI/CD · Sentry

  • Delivered ~100 cards across two shipped expansions — traits, ability triggers, combat interactions, and gameplay-system extensions.
  • Helped ship to mobile (Android & iOS): CPU/GPU profiling, memory management, texture optimization, and async patterns on the critical path.
  • Led the automated testing system, cutting regression-test effort by 30%+.
  • Built tooling that automated localization, reducing turnaround from days to minutes.

Senior Software Engineer I · AccelByte

Jul 2022 – Feb 2024 · Canada

Unity · C# · WebSocket · REST APIs · SDK development

  • Led an SDK architecture refactor unifying PC and mobile SDKs into one codebase — 50% less maintenance, no platform-specific bugs.
  • Mentored engineers and led code review shipping Byte Wars, AccelByte's open-source Unity reference game.
  • Technical point of contact in partner-studio planning — clarified priorities and unblocked releases.

Associate Game Scientist · Playstudios Asia

Apr 2021 – Feb 2022 · Hong Kong

Game design · Python · SQL · Snowflake · Tableau

  • Built math & economy simulation tools that cut operational cost by 80%.
  • Designed live events and core gameplay with the lead designer, lifting daily revenue by 40%+.
More roles (2)

Full Stack Developer · Unicorn Studio

Feb 2022 – Jun 2022 · Hong Kong

Unity · C# · .NET Core · Solidity · React · Next.js · AWS

  • Founding engineer — built the company website, prototype game systems, and server architecture.
  • Designed the game loop, economy, and roadmap with founders and product.

Content Engineer · Playstudios Asia

Jun 2018 – Apr 2021 · Hong Kong

Unity · C# · Python · JSON

  • Built a UI automated-testing tool that replaced much of manual testing, cutting operational cost by 80%.
  • Built content-management tooling on the studio's remote-config / feature-flag system (+20% team productivity).

Projects

TextMeshPro Emoji ↗

Unity editor tool for integrating emoji with TextMeshPro. Open source, 9★.

  • Unity
  • C#
  • Editor tooling

zkAutoChess ↗

On-chain auto-chess battler secured by zero-knowledge proofs — a research project exploring ZK in games.

  • TypeScript
  • Solidity
  • ZK

Grandmarathon

Gameplay programmer — Global Game Jam 2019 team finalist.

  • Game jam
  • Gameplay

Let's talk

Open to gameplay & tools engineering roles · Canada / US · Remote-ready