
About Davon
Hello! I’m Davon, a passionate Software Engineer specialized in game development, with a deep-rooted love for bringing imaginative worlds to life through code. My journey in the gaming industry, underpinned by a Bachelor of Fine Arts in Game and Interactive Media Design, has been a blend of technical expertise and creative artistry. At the heart of my work is Unity, where I sculpt interactive experiences and engaging gameplay.
Skills
Engines: Unreal Engine 5, Unity, UEFN
Languages: C++, C#, Verse,
Blueprint Systems: Subsystems, Power-Up Systems, HUD Frameworks,
Combat Logic Tools & UI: UMG, Unity UI Toolkit, Custom Editors, Debug Overlays, DataTables
Gameplay Focus: Multiplayer Systems, UI/UX Engineering, Designer Tooling, Optimization
Workflow: Git, Perforce, Agile, LiveOps, Profiling, Rapid Iteration
Platforms: Xbox, Switch, PlayStation 5, PlayStation 4, PC, Mobile, Android, iOS
Professional Experience
Gameplay Programmer – JOGO
Jul 2024 – Mar 2025 | Remote | UEFN, Verse
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Designed and implemented a full bounty system with XP rewards, Heat Meter UI, and lobby VFX integration for “The Pit of Legends” (55K+ players)
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Led development of Calling Cards with 500+ collectibles; collaborated with artists and designers to deliver scalable, personalized player identity
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Built modular minigame system for “Fortnut 2.0,” enabling custom rulesets and modifiers—quadrupled concurrency (90 → 2K avg)
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Developed in-game voting UI, dev tools, and debugging utilities for round control and QA
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Acted as solo programmer on Fortnut 2.0; delivered tools praised by designers for modularity and iteration speed
Software Engineer – Age of Learning
Jul 2019 – Feb 2024 | Glendale, CA | Unity, C#
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Spearheaded scalable Book Player system with narration, auto-highlighting, and assessments—shipped 60+ books for early readers
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Co-developed curriculum-authoring pipeline used by non-dev teams, trained artists and specialists on tool usage
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Led asset optimization and addressable integration—reduced load times and enabled high-res content delivery
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Built a Unity2D scaling system for 4 math games: boosted game creation speed ~70% and standardized art asset usage
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Created reusable audio-animation sync tool for NPC feedback; taught Unity crash courses to cross-discipline staff
Unity Developer – Fast Effect
2018 – 2019 | Michigan | Unity, C#, AR/VR, UGUI, Vuforia
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Delivered custom Unity applications for enterprise clients (Mahindra, Denso, AAM, RAM) with fast turnarounds (≤3 months), leading full-stack development across AR/VR platforms
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Built an AR configurator for Mahindra’s ROXOR Jeep using Vuforia, custom UI, and real-time texture/feature toggling—optimized for iPad 2 performance
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Developed VR showroom simulations with navigation, interactive machinery, and immersive media (e.g., AAM Garage, Erebus AR Booklet, Denso city/assembly minigames)
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Engineered large-scale AR exhibits (e.g., RAM ProMaster and Denso booths at NAIAS) including real-time greenscreen compositing and spectator display systems
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Spearheaded internal tech demos integrating Cinemachine, VR/Non-VR toggling, and modular video playback with asset bundling and frame-time optimization
Education
BFA – Interactive Media & Game Design
International Academy of Design & Technology – Troy, MI
Graduated: 2014
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Built and shipped a multiplayer shooter in UDK as part of advanced coursework, defying scope expectations and leading peer collaboration
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Published Candy Dash, a Unity-based infinite runner for mobile, developed independently during class
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Mentored students across disciplines and was recognized as a top peer resource in Unity, Photoshop, and 3ds Max
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Participated in multiple off-site game jams (Michigan State, Lawrence Tech); games published on Global Game Jam
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Capstone: partnered with a Ubisoft environment artist mentor to deepen modeling/texturing workflows with industry feedback