top of page
Anchor 1

My Reading & Math Academy

Overview

Contributed to the architecture and scaling of interactive literacy and math applications deployed to schools nationwide across iOS, Android, and desktop environments.

Focused on building reusable, data-driven gameplay templates, scalable content pipelines, and device-optimized asset systems to support rapid curriculum production and cross-device stability.


Role

Senior Gameplay / Systems Engineer


Tech Stack

Unity (C#) · Proprietary GSDK · Addressables · AWS S3 · iOS (9+) · Android (10+) · CSV · JSON Pipelines · Custom Editor Tooling


Scale & Deployment

  • Used in schools nationwide

  • Supported iOS 9+, Android 10+, Windows 11

  • 2 Hub applications integrating modular game bundles

  • Regional variants (Palm Beach FL, Texas, Papua New Guinea)

  • 60+ interactive books shipped in under 9 months

  • 3 math game modules done in 3 months

  • Quarterly store submission cycles

  • Crash rate reduced to ~5%


Content Pipeline & Template Architecture

Problem

Book production was manual and engineering-dependent.

  • ~1 hour to build a single book

  • High engineering overhead for content updates

  • Device memory issues due to full-book loading

Solution

  • Built custom Unity Editor tool converting CSV, JSON, auto-generated book pages

  • Reduced book build time from ~60 minutes to ~12 minutes

  • Later enabled web-based tooling reducing build time to ~5 minutes

  • Enabled non-engineers to package book content independently

  • Introduced reusable gameplay template architecture for new math modules

  • Orchestrated project template system for seamless Hub integration

Impact

  • ~80–90% reduction in production time

  • Enabled rapid curriculum scaling

  • Reduced engineering bottlenecks

  • Accelerated release velocity across 60+ books and math games.


Cross-Device Optimization & Addressables Migration

Problem

  • iPad 2 memory crashes

  • Large asset loads (books loading all pages at once)

  • Build size limits for OTA school deployments

  • Metal API compatibility issues

Solution

  • Introduced Unity Addressables system across modules

  • Reduced addressable bundles from ~20 MB to 5–9 MB

  • Optimized texture sizes & graphics settings for Metal API

  • Refactored asset loading to prevent full-book memory spikes

  • Collaborated with technical artists to standardize resolution scaling

Impact

  • Reduced load times for 30-student classroom sessions

  • Improved download reliability on 5 Mbps school networks

  • Prevented iPad 2 memory crashes

  • Stabilized build sizes under store limits

  • Crash rate reduced to ~5%


UI Scaling & Asset Standardization

Developed unified scaling system enabling:

  • Single asset source scaling across resolutions

  • Elimination of duplicate resolution-specific assets

  • Reduced memory footprint across fragmented device ecosystem

  • Consistent visual fidelity across iOS, Android, Desktop

Production Support & Maintenance

  • Handled live production bug fixes

  • Reduced addressable bundle size during live support cycle

  • Collaborated with QA & curriculum teams for rapid hotfixes


Media & Links

My Reading Adacemy | My Math Adacemy






bottom of page