

Gal Zemach
- Software & Tools Engineer
- Built on Tech Art Foundations
- Montréal, Canada
About me
I blend technical art with software engineering to build tools that make creative work flow better. From editor extensions to pipeline automation, I love bridging design ideas and technical solutions — in Unity, Unreal, or wherever creativity meets code.
I’m always curious, always experimenting, and happiest when exploring new technologies.
Latest Posts
Latest Projects
Work Experience
2023 - 2024
Moon Active Ltd.
Gameplay Developer in Unity (C#) on Coin Master
- Rebuilt monolithic legacy feature into modular MVVM; Implementing a visual redesign while improving performance
- Partnered with analysts on A/B roll‑outs; live‑tuned scenarios to optimise ARPU & retention
- Maintained release build pipelines for Android / iOS builds and test gating
- Deep‑profiled CPU & memory, locking gameplay to 60FPS on mid‑tier devices
2019 - 2023 (promoted 2022)
Moon Active Ltd.
Tools Tech-Lead & Technical Artist in Unity (C#) on Coin Master
- Built Python/PyQt asset-builder pipeline: transformed 8-hour manual builds into repeatable, ~1 hr automated workflows
- Integrated TeamCity stages for AssetBundle-size policing and pre-commit hooks that minimized merge conflicts
- Authored dissolve, hologram, and lighting shaders in collaboration with Game Artists
- Ran 6-week Unity/Tech-Art bootcamp, onboarding 10 designers to production-ready contributors
Dec 2012 – Oct 2013
Imperva Inc.
QA Engineer
- Designed automated & manual test suites for a cross-platform data-security agent.
- Isolated critical database regressions (Oracle / SQL Server) before enterprise releases.
- Collaborated with developers to reproduce, diagnose, and ship fixes across OS variants.
Independent / Personal Projects
Jun 2024 – Present
Tools & Graphics Programmer
- Prototyping Procedural Toolbox for Unreal and a lightweight File-Explorer mini-tool.
- Implemented a performant WFC generator in modern C++ / openFrameworks.
- Containerised notes app; Docker → kind Kubernetes with Jenkins CI/CD
- Released an Avalonia-UI Game Localization Manager demonstrating MVVM best practices.
- Exploring Metal shader workflows and advanced real-time rendering techniques.