Position: Unity3D Developer
Category: Unity
English level: fluent
Years of experience: 5

A few come to mind. I was able to create a native plugin that used java code, for speech recognition in Unity. It had to recognize words that don't exist, and also recognize them in case people with different accents say them. Another that comes to mind is a project we took once that the client explained as simple, and we were surprised they didn't include the detail of the game having thousands of levels. I had to create tools to manage this, and be able to alter levels, and change the logic and rules of all levels, and even report which ones are broken.
I have worked as a Unity game developer for almost 5 years. I have taken a major role in most projects due to working in small teams and had to involve myself with all aspects of game development, from pre-production to launching and maintaining. I've worked on many mobile games, from hyper-casual to multiplayer games. I've worked with server teams on games that use REST APIs and sockets. And I've built games that use asset bundles to add levels without updating the app from the store. I've worked on tools such as a cross-platform speech recognition plugin and created tools for managing games with huge amounts of levels. I've also worked on a PC fps demo (mainly as  solo developer) that was shown in Tokyo game show (development was later cancelled). I've taken senior roles in the companies I've worked with and mentored new developers and reviewed their code. I always take a modular approach and take the time to create tools and scripts that will be used across projects to save time and take advantage of re-usable code. I've learned a lot of optimization techniques over the years, and at this point they are part of my coding habits (such as pooling, collision layers, limiting coroutines, UI optimizations).