I am a Computer Engineering student with a strong interest in DevOps, Cloud Engineering, and Game Development. Hands-on experience with Linux, Docker, Kubernetes, CI/CD, as well as Unity 3D, C#, and Multiplayer Networking. Seeking an internship to apply real-world practices in production and game server environments.
Google Cloud Platform (GKE, Cloud SQL, Artifact Registry, Load Balancer, VPC, Secret Manager, Pub/Sub, Cloud Build), AWS (EC2, S3 – basic)
Centralized Log Pipeline, Prometheus, Grafana, PMM, cAdvisor, Alertmanager, OpenTelemetry, Filebeat, Vector, SSE
Docker Compose bridge, port mapping, GCP VPC & firewall, VM networking, Reverse Proxy & SSL
Prince of Songkla University, Year 3 (Currently studying)
GPAX: 3.54
Education and Innovative Learning Academy, Prince of Songkla University
Bachelor of Engineering, Prince of Songkla University
Assisted in teaching and supporting undergraduate courses:
Game Backend Infrastructure on Google Cloud Platform
Action PvP Tower Defense (Unity3D)
Led teams of 3–4 members across multiple university projects, tracking progress and ensuring alignment toward shared goals.
Adjusted plans based on team progress using Agile practices to keep projects on track and respond to changes effectively.
Communicated project updates clearly while designing workflows and pipelines to improve team efficiency.
Game Engine: Unity Engine (Universal Render Pipeline – URP)
Applied in The Great Commander (Action PvP Tower Defense · Unity3D)
Designed the “Split Battlefield” system to reduce Network Latency in PvP 1v1, leveraging Server/Client separation and optimized RPC calls.
Developed a Cost-based Stat Balance formula to maintain fair unit strength proportional to cost across Minion & Enemy variants.
Built a Wave Escalation system that auto-scales HP, Attack, and Speed based on elapsed playtime for progressive challenge.
Implemented VFX Manager (Singleton) with Auto-destruction for Object Lifecycle control, optimizing runtime performance.
Designed a Hybrid gameplay loop alternating between a Planning phase (strategy/economy) and Real-time Action combat.