Hello, I'm

Daniel Moise-Dan

Senior Game Developer

Bucharest | Remote

Specializing in Unity C#, Haxe, Javascript, C++, backend scripting. Experience in architecture, core gameplay, multiplayer, meta-game, services infrastructure, CI/CD, tooling. Skilled in optimization (FPS, loading times, app size). Specialist in managing and stabilizing legacy code. Knowledge of casual and midcore game design, UX, and monetization.

20+ Released Games
10M+ Cummulative MAU
15+ Years Experience

Recent Work & Experience

A selection of projects and case studies from my career in game development.

HyperPool (solo portfolio project)

Pool meets combat, unity multiplayer game

Remote
Mar 2024 – present

  • Big, feature rich portfolio project designed for midcore live-service mobile.
  • Enterprise-grade Unity Architecture (ECS architectural pattern in level, app State Machine, MVC, apropriate Design Patterns, SOLID)
  • Game Design combining theory with rapid iteration
  • Multiplayer (NGO): realtime + turn based phases.
  • UGS for persistence, matchmaking, config, A/B testing
  • Custom Editor tools for quick level creation.
  • Enemy AI with Behavior Trees
  • Custom Physics - fake 3D physics with 2D + custom algorythms (optimized for mobile)
  • Created CI/CD pipelines with automated testing

Subway Surfers City Clone

Complex Runner game with unique theme and mechanics

Remote Freelancer
Jan 2026

  • Developed all core gameplay mechanics for a modern runner game
  • Efficient and scalable architecture with Data Oriented Design, custom simplified physics and SIMD
  • Created custom shaders for curved world geometry and vfx
  • Highly complex custom animator with 40+ animations, sub-states and many state transitions
  • Improved on client's game design, managed scope and cost.
  • Took on game designer and product designer role, managing gameplay and monetization for customers. Changed project scope and priorities to match clients budgets and vision.

Case Study: Match Kings

Royal Match meets Coin Master

Remote at Qublix
~2023

  • Core gameplay and engine developer.
  • Responsible for managing merges and PRs.
  • Improved legacy architecture "on the run" while still delivering features.

Case Study: Bubble Age Pop

Remote at Qublix
2020 – 2021

  • Joined the project in the second half of development
  • Gradually took ownership of most of the code during an intense crunch period
  • Informal leadership role by necessity. Was offered formal lead role after the project.
  • Managed branches, PRs, regression and general communication (along with the CEO).

Case Study: Word Farm Harvest

Word Puzzle Game similar to Wordscapes with a farming meta-game

Remote at Qublix
~2022

  • Core, meta-game and infrastructure developer.
  • Part of a 2-4 developer team, I worked on core gameplay, progression and social features
  • Responsible with managing branch merges, PR reviews, and investigating regressions for all devs
  • Optimized loading time in FTUE. The optimization process I created was then applied to all other projects in the company
  • Created custom tooling that simplified the map asset pipeline from >10 minutes per image to ~30 seconds (there were around 400-600 such assets). The tooling was then applied to other games.
  • Optimized team workflow and asset pipeline.
  • Responsible with releases and updates for FB platforms and Android.

Case Study: Reef Rescue

Match 3 + aquarium building similar to Fishdom

Remote at Qublix
~2019

  • Single developer on the project
  • Optimized the FPS of the existing Match3 engine from 30 to 60. The process was then applied to all block games in the future + other engines and games.
  • Developed the 3D aquarium building meta-game with custom shaders and VFX (waves, caustics)

Case Study: AlphaBetty Saga

King Games Bucharest
2013 – 2014

  • Worked on the game as part of a 3 developer team
  • Instantly adapted and took ownership of core gameplay on the web version