Unity Developer & Instructor

I build games.I teach developers.I design systems.

Hey, I'm Dean, a game developer and instructor.

I build systems that work, teach how they're built, and help students and teams move from prototype to something real. My background is rooted in Unity, but I enjoy exploring new tools, engines, and approaches to keep learning and expanding how I build.

Featured Projects

Projects I’ve built, shipped, and learned from.

From production systems to small experiments, these projects reflect how I build, think, and solve problems.

Nickwatch placeholder artwork

Developer → Team Lead

Smartwatch for kids

Nickwatch

A smartwatch experience for kids, built around games, interactive activities, and sensor-based play.

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Nickwatch was one of my biggest learning experiences as a developer. I started as a junior developer and grew into a team lead, eventually taking ownership of a full application with multiple interactive experiences.

The project included games and activities designed specifically for a kids’ smartwatch, using sensors, external tools, hardware constraints, and playful interaction design.

It taught me much more than Unity alone: product thinking, UX constraints, teamwork, leadership, debugging under real limitations, and how to build complete experiences for an unusual platform.

UnityC#SmartwatchKids TechSensorsUXMini GamesTeam Leadership
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Unity Developer

APIs, internal systems, and educational game development

Work at Zbenko Studio

Technical work across educational game products, classroom experiences, Unity systems, APIs, and internal tools.

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At Zbenko Studio, I work across the technical side of our educational game products. This includes Unity development, adding stages, fixing bugs, building features, updating UI, improving performance, researching tools, and supporting production.

I also work with backend systems written in PHP and SQL, building APIs and database queries that support game logic, localization, and data-driven experiences.

A major part of my work includes in-house systems such as Region-Locale support, database-driven multiplayer experiences, and API-based level logic.

I also proposed and developed Atlas-Kazai, an interactive presentation and classroom-control product where the teacher controls the experience through one Unity app, while the student-side Ouro app transforms into a live game-like learning experience inspired by classroom quiz systems.

UnityC#PHPSQLAPIsEdTechGame SystemsLocalizationMultiplayerProduction
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Unity Instructor

Game development course

Teaching at Mentor

Teaching the full Unity game development track, from C# fundamentals to gameplay systems and design patterns.

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I’ve been teaching game development at Mentor for 4+ years, building and delivering lessons, presentations, exercises, and hands-on project guidance.

I teach Unity and C# from the foundations through more advanced topics like gameplay systems, ScriptableObjects, architecture, and design patterns.

My focus is helping students understand how systems actually work, not just which buttons to press. Over time, I’ve guided students from their first scripts to complete playable projects, with some continuing into the industry.

TeachingUnityC#Game Development CourseDesign PatternsMentoringCurriculumStudent Projects

More things I’ve built

Game jams, solo experiments, tools, and smaller projects that show how I explore ideas and build practical systems.

Allium project placeholder artwork

Collaborative Project

Allium

A graduation project from Bezalel Academy, where I provided development support and helped bring the core systems to life.

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My work focused on building UI systems around zooming interactions, enabling smooth transitions between different scales of the experience.

UnityGameplayCollaboration
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Game Jam / Solo Project

Seeker of Light

Seeker of Light is a hand-drawn atmospheric maze adventure created for the GameDev.tv Game Jam 2026.

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The player guides the Nomad through ancient maze levels inside a fading spire, following the light, avoiding traps, and trying to reignite the mother flame.

A solo Unity game jam project with hand-drawn visuals created in Procreate and a focus on atmospheric storytelling.

UnityC#Game Jam2DPuzzleAtmosphericHand-drawn
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Solo Experiment

Coworker

An ongoing project that started as an experimental systems prototype and evolved into a full game in development.

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Currently expanding into a hybrid Roguelike, Arcade, and Clicker experience, with a strong focus on systems design and progression.

In developmentUnitySystemsSolo ProjectGame Design
Power Cut project placeholder artwork

Game Jam / Solo Project

Power Cut

A game jam project built over a single weekend, where I handled the full development - design, visuals, and code.

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PowerCut is a hand-drawn experience focused on atmosphere and moment-to-moment gameplay, created under tight constraints and rapid iteration.

Unity2DGame JamSolo ProjectGame Design

Teaching & Student Work

Wait till you meet my students.

I'm proud of every game they build. These projects earned the spotlight. They did the hard part: turning ideas into playable, testable experiences. I just helped keep the path clear — and the bugs slightly less dramatic.

Student spotlight

Cheese Pull

A multiplayer graduation project built through extensive independent research, focused on networking, interaction, and responsive game feel — currently preparing for a Steam release.

Student spotlight

SOL 7 Supernova Mk

A solo-developed project built through independent research, exploring physics-based behaviors, movement systems, and reactive gameplay.

Student spotlight

The Inspector

A solo-developed semester final project created for a horror games theme. Yagel built an atmospheric experience inspired by Exit 8, drawing from both the game and the movie.

Services

Practical help for Unity projects and developers.

Mentoring, guidance, debugging, and review for people who want clearer systems and fewer stuck evenings.

1-on-1 Unity Mentoring

Personal guidance for developers who want to understand Unity, C#, and gameplay systems more deeply.

Good for: Students, junior developers, and self-taught Unity creators.

  • Weekly sessions
  • Code walkthroughs
  • Practice plans
  • Clear next steps

Book mentoring

Project Guidance

A practical outside perspective when a project has momentum but needs structure, scope, or direction.

Good for: Solo developers, small teams, and student final projects.

  • Scope decisions
  • Feature planning
  • Milestones
  • Unity workflow advice

Plan the project

Debug Sessions

Focused sessions for tracking down broken behavior, confusing errors, or systems that stopped making sense.

Good for: Developers stuck on a specific Unity or C# problem.

  • Bug isolation
  • Runtime checks
  • Inspector setup
  • Fix explanations

Unblock a bug

Code / Architecture Review

A readable review of your Unity codebase with attention to coupling, responsibilities, and future changes.

Good for: Projects that work, but feel harder to change than they should.

  • Class responsibilities
  • System boundaries
  • Refactor suggestions
  • Maintainability notes

Review the code

Small Group Workshops

Hands-on Unity learning for groups that need practical systems, not abstract slides.

Good for: Schools, bootcamps, teams, and learning groups.

  • Unity fundamentals
  • Gameplay systems
  • ScriptableObjects
  • Tooling workflows

Run a workshop

Portfolio & Final Project Support

Help shaping a student or junior developer project into something presentable, explainable, and finished.

Good for: Students preparing final projects, applications, or portfolio pieces.

  • Project polish
  • Feature prioritization
  • Presentation flow
  • Code cleanup

Polish the project