Singapore · interactive media portfolio

Jon Jubelag

Interactive Media Developer. Building practical Unity systems for real teams. I work across gameplay, UI, tools, and interactive media systems with a practical engineering mindset.

Interactive Media Developer

Unity / C# systems builder

Gameplay and UI implementation

Live operations and production support

Selected work

Commercial work first, then the deeper technical pieces.

The site uses only verified project details from the existing portfolio and resume. The goal is to show recruiter-friendly context without inventing anything.

Commercial mobile puzzle game

Glompa

2024–2025Android / iOS

A cozy linker game where I built player-facing systems for progression, monetization, social features, and reusable UI flows.

Unity3DC#FirebaseIAPAdsHaptics

Client Engineer

Read case study

Commercial live mobile game

Final Fantasy: War of the Visions

2021–2023Android / iOS

Supported localization, gameplay quality-of-life, social features, and release work on a large live title.

Unity3DC#LocalizationSocial systemsLive ops

Client Engineer

Read case study

3D first-person puzzle game

EOS

DigipenPC

A dimension-shifting puzzle game where I helped define the core mechanic, built gameplay systems, and added engine/editor tooling.

C++Custom engineOpenGLFMODnlohmann/json

Lead Game Designer / Gameplay Programmer

Read case study

2D physics platformer

Dynamo

DigipenPC

A fast platformer where I focused on grappling-hook traversal, combat, enemy AI, and the feel of the gameplay loop.

C++Custom engineGameplay prototyping

Gameplay Programmer

Read case study
View all work

Production experience

Live game work, not just portfolio experiments.

The commercial roles are the clearest proof that Jon can work with a real team, real content, and real deadlines.

Client EngineerRecoded Pte Ltd
Mar 2024 — Apr 2025Singapore

Glompa (Android / iOS)Worked cross-functionally with backend engineers, designers, and artists to ship meta-gameplay, monetization, progression, and social features in Unity3D.

  • Built reusable game UI components and consolidated common user flows, improving load times by 20% between flows.
  • Delivered competitive features, mail/news systems, in-game rewards, live events, IAP, ads, and haptics.
  • Kept the project stable through steady bug triage and pragmatic debugging.
Client EngineerGumi Asia Pte Ltd
Sept 2021 — Dec 2023Singapore

Final Fantasy: War of the Visions (Android / iOS)Supported localization systems, gameplay quality-of-life, and social features for a live mobile title in Unity3D.

  • Worked on cutscene/tutorial localization, home-page shortcuts, global chat, and other player-facing quality-of-life systems.
  • Partnered with game planners to handle content patching, merge issues, and major version releases.
Gameplay Programmer InternSUTD Game Lab
2017Singapore

Hunter’s Tale (PC / Android)Built a turn-based battle RPG with roguelike elements using Unity3D and supported the team with tooling that made bug reporting easier.

  • Developed a bug-tracker tool that records gameplay footage and logs, then uploads them to the team board over HTTP / REST.
  • Worked on the combat system and supporting gameplay infrastructure.

Toolbox

A practical stack across gameplay, systems, and production support.

The pitch is simple: enough engineering depth to build systems, enough production awareness to ship them cleanly.

Unity / gameplay systems

Unity3DC#Gameplay systemsUI systemsLocalizationLive ops

Engine / tooling

C++Custom engine workOpenGLFMODJSON serializationEditor tooling

Production support

PythonLuaSQLREST APIsJenkinsGit / SVN / Perforce

Working style

Agile / ScrumSDLCBug triageFeature prototypingCross-functional collaboration

About

Technical, creative, and reasonably calm about it.

I’m an interactive media developer based in Singapore. My background spans commercial Unity/C# work, game systems, editor tooling, and earlier C++ / custom-engine experience.

I like building things that are useful to teams and understandable to players: UI systems, gameplay loops, live-ops support, tools that reduce friction, and the unglamorous pieces that keep production moving.

The short version: I can sit between creative intent and implementation detail without turning the codebase into a shrine to my own cleverness.

Let’s talk

The cleanest route to the portfolio is still a direct message.

Based in Singapore. Open to Unity, gameplay, and interactive media roles.