John Paquin is a Technical Director and veteran game developer with over 30 years of experience building game engines, gameplay systems, networking, and tools across Unity and Unreal. He blends deep low-level systems knowledge (renderers, physics, parallel tasking) with modern gameplay expertise in C++, Blueprint, GAS, Slate and Unity multiplayer, having shipped features for titles like Pokémon Go and influenced UI middleware adoption at Valve. As a hands-on leader he moves between IC and tech-lead roles, architecting practical solutions—from peer-to-peer migrating-authority networking to behavior-tree AI that drives vehicles and traffic-aware agents. Currently leading core tech for Castleminer Z: Resurrection and previously shaping quest systems and Unreal-based UI for AAA projects, he’s equally comfortable optimizing platform libraries or implementing feature-level gameplay. Notably, his background includes inventing dynamic, volume-conserving fluid simulations for voxel worlds and a long history of replacing and improving engine subsystems to meet multiplayer and performance demands.
Samples designed as exercises to be ported from Unity GameObjects/MonoBehaviours to Unity DOTS.
Contributions:27 commits, 21 pushes in 11 days
unity3dunitydotsunity-dots
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John Paquin - Technical Director at DigitalDNA Games