About this portfolio

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  • Unity
  • Multiplayer
  • LiveOps
  • C#

Leonardo Lycan is a Lead Game Developer specializing in Unity game development, multiplayer architecture, gameplay systems, LiveOps, and technical production. This portfolio brings together published projects, playable prototypes, product studies, and articles on game engineering, applied AI, Web3, onboarding, and digital experiences. The work combines team leadership, C# programming, service integration, performance optimization, and clear communication across design, art, and business. For projects, consulting, or collaboration, Leonardo takes a practical approach: understand the problem, build a robust solution, and turn complex requirements into memorable experiences for players and digital products with measurable, lasting impact for teams, audiences, and product goals.

All courses

Supporting course · Unity + architecture

Modular Unity with Zenject

Make dependencies, scopes, and lifecycles visible in your game architecture.

You will be able to design composition boundaries, factories, and lifecycles without turning the container into an invisible service locator.

Full lesson in preparation

Open evidence of the kind of reasoning used throughout the complete course.

The sample is in production.

The course structure is open below; the video will be published through YouTube.

Where this lesson comes from

The course reorganizes lessons already documented in the portfolio. Sources remain open so you can compare method and evidence.

Read source insight ↗View related project ↗

A path that makes decisions visible.

A practical Dependency Injection track in Unity, from the first installer to client, server, and runtime module composition.

01
Visible dependenciesRecognize hidden coupling and define useful contracts.
  1. 01From GetComponent to constructor injection
02
Composition rootChoose where each system is born and who can resolve it.
  1. 01Installers, contexts, and bindings
03
Factories and runtimePreserve container construction when objects appear during play.
  1. 01Factories, pools, and parameters
04
Client, server, and modulesCompose different implementations under shared contracts.
  1. 01Scopes and feature boundaries
05
Architecture verificationTest composition and lifecycle before the issue reaches the final scene.
  1. 01Container validation and teardown

The sample is open. The complete track comes next.

The complete course will be sold and delivered through an external platform. This portfolio does not collect registration or payment.

External platformComplete course coming soon