ROLE: PROGRAMMER - TEAM LEAD

OVERALL CONTRIBUTION

PROJECT LENGTH: 48 HRS

  • Led and Collaborated with a team of 2D, 3D, and VFX artists in a studio setting for a 48-hour Game Jam

  • Directed artists to make assets that fit with the theme of the game

  • Awarded “Best Sound Design” in LCAD’s Game Jam ‘25

  • Used MIRO for task management

  • Built in UNITY 2022 LTS

DESIGNS

COMBAT

  • Point & Click combat system with defense and attack modes

  • Varied enemies and enemy attack patterns with Dungeon-Crawler style gameplay

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PROGRESSION

  • Multi-level game progression with increasing difficulty

  • Created all the UX

  • Implemented UI, 3D Models, and VFX from artists on my team

TECHNICAL SYSTEMS

DATA PERSISTANCE

  • Built a persistent save/load pipeline with JSON serialization

  • Implemented default state bootstrapping for the save/load pipeline

  • WHY?: Cross-session player progression saving

ENEMY COMBO SYSTEM

  • Couroutine-timed extensible combat system

  • Polymorphic attack modules

  • Combo pipeline with phased execution (Attack, Defend)

  • WHY?: Easily tweak enemy attacks to variate gameplay experience

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scriptable object dungeon cofiguration

  • Data Driven dungeon config for scene-independant tuning

  • WHY? Reduces configuration overhead when tweaking shared functionality

procedurally looping encounters

  • Reuses encounters by cycling/swapping active encounters with non-active encounters saving on placing many encounters over and over again, instead just having 2 encounters that cycle

  • WHY?: Easily add/remove encounters and tweak enemy positions

ROLE: PROGRAMMER - GENERALIST

OVERALL CONTRIBUTION

PROJECT LENGTH: 6 WEEKS

  • Collaborated with a small team of 2D, 3D and UI Artists

  • All In-Engine implementations of Custom UI, 2D, 3D Art

  • All UX: Front End Menu, User Interface, Cosmetic Selection

  • All Programming

  • Designed Levels

  • Implemented Audio, and VFX

  • Used MIRO for Planning and task management

  • Built in UNITY 6 LTS

DESIGNS

CHARACTER CUSTOMIZATION

  • Cosmetic selection tied to level up progression

  • Some cosmetics are locked and can be unlocked through levels

EXPERIENCE SYSTEM

  • Completing levels gives the player experience to level up

  • Higher levels unlock extra cosmetics which definitely affect gameplay

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FEEDING SYSTEM

  • Joint-physics based carrot holding

  • Hold the carrot in front of the rabbit to feed it

  • Or toss the carrot into the pen to watch the rabbit eat it

TECHNICAL SYSTEMS

GOAP AI - BELIEF / ACTION / DETECTOR

  • NPC's use a custom Goal-Oriented-Action-Planning system to determine course of action in real-time

  • NPC detectors poll or listen for changes in world state and update NPC beleifs

  • NPC's weight actions based on beliefs and choose an action to execute

  • Unity NAV-MESH Integration

  • WHY?: Flexible AI functionality adapts AI behaviour depending on world context

MODULAR EXPERIENCE SYSTEM

  • Leveling system handles callbacks based on level up events

  • Links to cosmetic system to unlock cosmetics

Persistent progression + XP saving

  • JSON based save/load that bootstrapps default

  • Stores and applies progression metrics as a Singleton DontDestroyOnLoad instance called DataSaver