HAUNTED HEIGHTS (MOBILE GAME)
Players must hit nails on screen to advance their score. The players must avoid getting the spawn order wrong as the ghost speeds up with every mistake. In roofer's revenge, relive the classic duck hunt with a ghostly twist.
Programmer, 5 person team, 12 week project, Unity
Developed and implemented core player movement systems using Unity and C#, ensuring responsive and polished gameplay.
Programmed enemy AI movement behaviors, including distance-based pursuit and dynamic interaction with the player character.
Designed and integrated power-up mechanics, such as speed modifiers for both player and ghost entities, to enhance gameplay balance.
Engineered enemy spawning and movement systems for the “Roofer’s Revenge” game mode, optimizing pacing and difficulty scaling.
THE BOX
Tech Designer, 2 person team, 1 month project, Unity
Programmed interactive bouncy ball mechanic with physics-based behavior to enhance gameplay systems.
Implemented multiple control object triggers to support player interaction and level progression.
Collaborated on level design, contributing to spatial layout, player flow, and gameplay balance.
Balanced weight and physics properties of objects to ensure consistent and engaging gameplay mechanics.
Contributed to development of third level section post-bus event, aligning with narrative pacing and design goals.
Supported voiceover integration by assisting in recording, editing, and implementing voice lines into gameplay.
Assisted in scripting end-game cutscene, ensuring narrative cohesion and technical functionality within Unity.
MARIO PARTY REMAKE
Tech Designer, 1 person team, WIP, Unity
Programmed all player and AI movement systems, ensuring smooth turn-based progression and responsive input handling.
Implemented board space functionality (blue, red, star, and event spaces) with rulesets tied to player state and progression.
Developed a robust event system supporting six unique event types, including teleportation, coin swapping/stealing, and dynamic coin gain/loss.
Designed and integrated AI turn-based logic to manage decision-making, waiting states, and progression flow.
Coded UI systems for coins and stars, ensuring accurate tracking, display, and state updates during gameplay.
Created an interactive dice roll mechanic with UI feedback to visualize movement range and randomness.
First Full Update Video
NFL TRIVIA APP PROTOTYPE
Tech Designer, 1 person team, 1 month project, Unity
Programmed trivia management system that dynamically generated customizable trivia grids, including adjustable logo counts set by the player.
Developed Unity Inspector–editable UI components for logos, answers, hints, and verification elements, ensuring flexibility and designer-friendly iteration.
Implemented player data class architecture to populate arrays with key attributes such as player name, college, logo, and position, supporting scalable gameplay features.
Engineered full level management system controlling progression, access, and save states, with locked/unlocked level buttons updating dynamically upon completion.
Integrated progression tracking and persistence features enabling players to save progress, resume unfinished levels, and maintain a seamless gameplay experience.