Role: Gameplay Programmer, UI/UX Programmer
Platforms: Android
Engine: Unity Engine
Developed custom UI anchoring solutions using NGUI and Tweens for the older Unity engine to support various screen sizes on Android and iOS. This being my first project with the company, it involved independent learning of new tools.
Implemented a variety of game modes beyond drifting, including standard racing, time trial, knockout, and drift point challenges across multiple tracks.
Learned and integrated the tools and plugins used by a collaborating studio to maintain consistency and effectively contribute to the project's core loops.
Developed a mesh decal system allowing a single sprite/decal to be applied to all car models, streamlining the art pipeline and eliminating the need for car-specific mesh/UV wrapping.
Created multiple VFX/particle effects for car customization.
Designed and implemented a car upgrade system using in-game currency. Leveraged binary formatters and PlayerPrefs for saving and loading user data, impacting car performance and handling to provide a unique player experience.
As this was a collaborative effort the game went into a re design phase as it was delayed for release for multiple reasons.
Utilized a post-processing plugin to achieve a retro neon aesthetic for the redesigned game.
Streamlined the project by removing unnecessary plugins and resources to align with the new theme and improve performance.
Re-implemented the decal system to function with the updated Unity version used in the redesign.