Game Projects (so far)
Space Explorer and Fishing Master are two mobile game prototypes I developed using Unity Engine that focus on performance optimization, responsive input systems along with with engaging, score-driven and modular gameplay design.
Space Explorer is an arcade-style endless runner in which players control a spaceship navigating dynamically spawned meteoroid obstacles while collecting score-generating pickups, implemented using Unity’s physics system, collision detection, and object pooling to maintain smooth mobile performance.
Fishing Master features a skill-based fishing system in which casting strength is determined by how long the player holds the cast button, translating input duration into launch force through Unity’s physics and input frameworks. Players fish across multiple environments containing unique fish types with different behaviors and point values, supported by configurable, data-driven scoring logic.
Across both projects, I utilized Unity’s component-based architecture, C# scripting, and mobile UI frameworks to create scalable gameplay systems and polished player experiences optimized for mobile platforms.
The project leverages Unity’s ScriptableObjects to define configurable game data such as word sets, allowing content to be easily expanded without modifying core gameplay code. Additionally, I utilized C#’s System.Linq library to efficiently manage and query word collections, filter gameplay data, and streamline scoring.
This project is meant as an experiment on implementing modular systems, optimizing data workflows, and applying structured programming practices within Unity to create scalable and maintainable gameplay systems.
Masked Jumper was a 2D platformer prototype created in the Godot Engine within a two-day game jam timeframe. The game features fast, responsive player movement, precision jumping mechanics, and puzzle-like level design built using Godot’s 2D tilemap system. I implemented movement mechanics and player’s vision for valid platform through GDScript, focusing on tight input responsiveness and gradual level design to support the gameplay twist.
Bird Game 2 started out as a joke idea, but it eventually became a Unreal gameplay prototype that involves many features like Unreal’s Landscape toolsets, materials, Unreal Blueprints, Niagara particle system and more. It features a mock login portal, a mock 3D character selection “coded” using Unreal Blueprint and UI elements, a playable environment built using Unreal’s Landscape, terrain sculpting tools and blending of landscape materials. I also implemented core player movement and a basic stamina system using Unreal’s Blueprint system. This prototype also incorporates dynamic lighting (day-night cycle), environmental assets (including water body), physics, gravity & collisions to create a cohesive and navigable level.
These projects highlight my ability to rapidly prototype gameplay concepts while leveraging different game engines’ world-building tools to create functional and visually grounded experiences, all within a limited timeframe.