Unity and mobile developer, AI-native delivery. I build games, apps, AI agents and websites from idea to release, working with Claude Code. 15 products shipped since 2016, 670K+ downloads, featured by Apple twice.
London · remote · open to contract work · alexgofman.me · LinkedIn
| Product | Platform | What it is |
|---|---|---|
| Enclaver – Life Simulator | iOS, Android · 2020–now | Life-sim game with six years of live ops and 518K+ installs. First shipped in native Swift, then rebuilt in Unity while live. Sole engineer since 2023 on a 458K-line C# codebase; 16 languages, 35 in-app products. |
| Northeld: Idle Castle RPG | iOS, Android · 2026 | Idle castle-building RPG, built solo from a blank project to both stores in about three months: base building, auto-battles, PlayFab cloud saves with account linking, 20 in-app products, 16 languages at launch. Steam release in preparation. |
| MarsCraft | iOS · 2018–2020, with my team | Focus timer that turns focused time into building a Mars colony. Featured by Apple in 2018 and 2020; 171K downloads, 92K registered accounts. |
| enclaver.com · northeld.com | Web · 2026 | Static game websites, tuned for page speed, SEO and social previews. |
Open source: 8 Unity packages extracted from my live games — IAP 5 purchase guard, LevelPlay ads kit, save migration and cloud sync, retrofit localisation, iOS export fixes, build timers, offline production and combat formulas. Their core logic is tested without the engine: 1,327 unit tests, run by CI on every push in under a minute.
The game code itself is in private repositories. I'm happy to walk through it on a call.
AI makes me faster. I own the architecture, the code review and the release. The whole flow, with the skills and templates I use, is in how-i-build.
- Spec → plan with tests → agents implement → a review agent checks the diff against the spec → CI → device build → store release.
- Every project starts with a
CLAUDE.mdrulebook before the first line of code. Claude Code does the implementation, connected through MCP to the Unity Editor and Blender. - Wide jobs fan out to parallel agents, and a separate pass checks their output. Game localisation ran on ~1,560 agents behind automated QA gates: 16 languages are live in both games, and 100 store listings (39 App Store + 61 Google Play locales) were written and pushed through the store APIs.
- Agents in production: every morning, scheduled agents pull App Store Connect and Firebase data, apply anomaly rules and send me a Claude-written digest in Telegram, with 60+ automated tests behind them.
- Obsidian is the shared memory: an agent guide, project rules and a daily session journal, so each session starts with context and ends with a written log.
- Models: Claude Fable 5.1 to plan and pull results together, Claude Opus 5.5 for parallel agent work, and the Claude API inside products.
Unity 6 · C# · Swift / iOS · Android · Objective-C++ plugins · Unity IAP · LevelPlay · PlayFab · Firebase · GA4 / BigQuery SQL · App Store Connect & Google Play APIs · Steamworks · Claude API · Claude Code · MCP · HTML / CSS / JavaScript · Netlify · GitHub Actions

