About Me
Game designer and Unity developer with 5+ years of experience across multiple genres and platforms. Years of rapid prototyping gave me deep hands-on experience designing and implementing complex systems from scratch — from custom physics to GPU-side optimizations. Now focused on PC & console development with Unity DOTS/ECS.
PC & Console Development
Unity DOTS/ECS • Systems Design • Technical Gameplay
Projects
Wanted Curve Bullet
- Juice & Feel: Developed a tactile input system where the player "pulls" the trajectory with delta-input, creating a high-skill ceiling for corner shots.
- Visual Communication: Real-time predictive UI — trajectory line switches to "Warning Red" on obstacle intersection before committing to the shot.
- Combat Flow: Slow-motion "Bullet-Cam" follows the curve, emphasizing weight and hit satisfaction.
Custom trajectory using quadratic function logic:
Curve anchored at gun and target with smooth symmetrical offsets.
Standard physics updates or OverlapSphere checks miss thin colliders (Tunneling).
Implemented Segmented Raycasting — discrete Raycasts between each shootingLinePositions[i] and shootingLinePositions[i+1].
- Performance: 60+ line segments with zero frame-drops on mobile.
- Game Feel: Balanced "Aim Assist" — rewarding, not automated.
- Modular Architecture: "Ballistics Controller" lets designers swap polynomial formulas without rewriting physics.
Clean Energy
- Visual Feedback: High-contrast lighting loop where player progression is visible through illumination of darkened city districts.
- Engagement Loop: Balanced cable-creation economy to reward efficient pathfinding — city rehabilitation feels earned.
- Impact: Hit-stops and subtle camera shakes during cable connection for tactile "powering up" feel.
Real-time lighting for multiple city blocks exceeded mobile GPU budgets. Lightmap switching rejected — ~300% build size increase.
Developed Decal-Based Shadow Casting. Projected large black textures via decals to simulate "unpowered" states.
- Technical Achievement: Mobile-first environmental lighting at steady 60 FPS on mid-range devices.
- Project Outcome: Shipped performant hybrid-casual loop balancing constraints with visual fidelity.
- Growth: Solidified philosophy of creative "hacks" for AAA-style feedback on limited hardware.
Parkour Movement
- Designed fluid movement system with wall-running, sliding, vaulting, and momentum-based mechanics.
- Built animation state machine with 30+ transitions and blending.
- Created level design toolkit with modular pieces for rapid prototyping.
- Implemented Cinemachine camera system that enhances movement feel.
- Movement described as "buttery smooth" by playtesters.
- Created 8 parkour courses with speedrun timers and leaderboards.
- Achieved sub-frame input latency for responsive controls.
- Wall detection: Raycasts missed curved surfaces. Implemented multi-ray fan detection with surface normal averaging.
- Animation blending: Transitions looked jerky. Used custom blend trees with velocity-driven weights.
- Camera motion sickness: Fast movement caused nausea. Added FOV easing and motion blur controls.