Bangkok, Thailand · Open to the right challenge

Rungsimun Saenprasert.

Lead Game Developer × Systems Engineer

I build the hard parts between client and server.

Nine years across production games, real-time systems, backend platforms, mobile applications, and infrastructure—with a habit of tracing difficult problems all the way through the stack.

CurrentlyLeading development
on Zone4
Scroll to inspect
Current roleLead Game Developer
Current productZone4 Extreme
Professional track9+ years
Core rangeClient → Server → Platform

Recent selected work

Production work,
explained clearly.

Complex systems are useful only when the team can reason about them. These stories focus on the problem, my contribution, and the engineering boundary—not proprietary code.

Official Zone4 Extreme game artwork
CASE 01
Live service

Electronics Extreme Co., Ltd. · Current

Evolving a live multiplayer fighting game.

Zone4 is a mature online title where a “small” change can cross gameplay, UI, network state, server logic, platform services, and production data. I work across those boundaries.

Visit the official game

My contribution

  • Build and maintain live systemsGameplay, quests, progression, items, buffs, events, and Lua/CEGUI interfaces in a mature C++ codebase.
  • Debug across runtime boundariesTrace synchronization, state-recovery, login, and production defects from client behavior through server state and SQL data.
  • Plan for larger sessionsContribute to architecture and scaling investigations for a multiplayer mode targeting up to 96 players.
  • Connect regional servicesDesign pragmatic platform, identity, and high-latency data workflows while keeping operational details private.
01Game clientC++ · Lua · UI
02Battle servicesState · sync · scale
03PlatformIdentity · policy · API
04Data + opsSQL · logs · deploy
C++LuaSQL ServerGamebryoNetworkingLive operations
CASE 02

Independent client work · Details sanitized

Turning a dense approval process into a focused mobile product.

Designed and developed a Flutter application for role-dependent organizational approvals across iOS and Android. The difficult part was not drawing screens—it was making identity, document state, and permitted actions agree.

Challenge

Multiple roles, document types, and approval states—with different authorization rules at each step.

System decision

Keep workflow rules authoritative on the backend; render only valid actions and request extra PIN validation only when the server requires it.

Delivery scope

Architecture, API integration, tokens, biometrics, notification deep links, reusable forms, QA, UAT, and handover planning.

FlutterDartREST APIsBiometricsDeep linksiOS + Android

Systems lab · Selected 2026 builds

Ideas moved all the way
to running software.

Independent systems built with AI-augmented workflows and explicit human review. Public instances remain private or access-controlled; the descriptions below are intentionally sanitized.

Boss Assistant onboarding interfaceAccess-controlled deployment
01AI product system

Boss Assistant

A team assistant that combines live work data, project knowledge, feature intake, escalation queues, prompt versioning, and realtime voice in one product workflow.

  • Grounded answers from project data
  • Draft → test → publish controls
  • Text and WebRTC voice paths
TypeScriptReactPostgreSQLOpenAI
NifSkope 2026 game asset editor interfaceModernized open source
02Desktop tooling

NifSkope 2026

A major modernization of the open-source game-asset editor: artist-facing hierarchy and inspection, asset workspaces, transforms with undo/redo, animation editing, imports, diagnostics, and signed updates.

C++QtOpenGLDX9
Mount Drive Lite sign-in interfacePrivate deployment
03Storage platform

Mount Drive Lite

A lightweight private filespace over mounted server storage, with scoped user roots, previews, direct filesystem behavior, and an API surface for trusted agents.

Node.jsDockerNginxFilesystem API
04Licensing infrastructure

Self-hosted License Service

A multi-tenant software licensing platform with device-seat activation, test/live boundaries, key rotation, audit history, automation-ready onboarding, and offline verification SDKs.

  • Ed25519-signed, device-bound tokens
  • TypeScript and C++ verification SDKs
  • Idempotent backend operations
NestJSNext.jsPrismaEd25519

Earlier work · Video evidence

A decade of making
things move.

Selected public demos from games, computer vision, mobile platforms, and virtual environments. Each link opens the original evidence on YouTube.

Experience · 2017—now

Useful at every
layer of delivery.

I started close to infrastructure, moved through games and full-stack products, and now lead work that depends on understanding all of them together.

Current

Electronics Extreme Co., Ltd.

Lead Game Developer

Zone4 Extreme · Bangkok

Lead-level delivery across gameplay, client/server behavior, platform integrations, production diagnosis, databases, and live operations for an online fighting game.

C++LuaSQLGamebryo
2020.042023.08

MSOFT Company Limited

Programmer

Game, mobile & product engineering

Delivered Unreal and Unity games, a Flutter emergency platform, computer-vision gameplay, web3 experiments, metaverse features, and native iOS media tooling for True Digital.

UnityUnrealFlutterSwift
2019.072020.03

Nextgen Solution Co., Ltd.

Full Stack Developer

Web platforms

Built Laravel applications, a CMS platform, financial workflows, and reusable components—including resilient large-dataset export behavior.

LaravelPHPJavaScriptSQL
2018.062019.06

Electronics Extreme

Game Developer

Mobile game R&D

Developed Poring Destiny and Project ROBA in Unity, including multiplayer gameplay, prototyping, and in-house research and development.

UnityC#Multiplayer
2017.072018.05

Opsta

DevOps Engineer

Cloud delivery

Built and operated container delivery workflows with Kubernetes, Helm, Docker, Jenkins, GitLab CI, AWS load balancing, and persistent volumes.

KubernetesAWSDockerCI/CD
Parallel practice

Independent developer

2015—present

Client platforms, event experiences, prototypes, hardware experiments, and self-directed products across Unity, Flutter, web, Arduino, Raspberry Pi, and computer vision.

Capability map

Breadth with
a clear center.

The center is real-time product engineering. The range around it lets me solve the whole problem, not only the part inside one repository.

01

Online games

Gameplay systems, multiplayer architecture, client/server state, synchronization debugging, mature codebases, live content.

C++C#LuaUnityGamebryoUnreal
02

Backend + platform

Service boundaries, REST and realtime APIs, identity flows, authorization, operational tooling, production diagnosis.

Node.jsTypeScriptExpressSocket.IOGo
03

Mobile products

Cross-platform architecture, native integrations, biometrics, token lifecycle, notifications, deep links, complex workflows.

FlutterDartSwiftKotliniOSAndroid
04

Data + operations

Relational and document data, caches, container delivery, reverse proxies, cloud environments, networking, and logs.

SQL ServerMySQLMongoDBRedisDockerNginxAWS
05

AI-augmented delivery

Codebase exploration, debugging, architecture review, documentation, agent workflows, and product integrations with explicit review gates.

OpenAICodexLocal LLMsTooling

Education + languages

B.Sc. Information Technology

Multimedia & Game Development

King Mongkut’s Institute of Technology Ladkrabang · 2014—2018
Communication

Thai

Native

English

Professional working proficiency

Let’s build what is hard to fake

Need someone who can
follow the problem through?

I’m interested in lead and senior roles across online games, multiplayer systems, backend/platform engineering, and ambitious product teams.

[email protected]