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Game Development

Game and simulation projects focused on playable mechanics, VR interaction, level implementation, and engine-based prototypes. My work sits between design and code: defining how systems should feel, then building them in Unity, Unreal Engine, C#, and Blueprint.

Projects /  Features

Rifts: Shadow's Ascent - Puzzle System

UE5 · Blueprint

Unreal Engine 5 · Blueprint · Team of 7 · CMU ETC


WHAT I BUILT

A modular three-Blueprint puzzle system for the Boss Room: interactable moon triggers, a central sequence manager, and a vault/portal reward actor. Also implemented player stamina, health, interaction, and respawn systems.

CORE SYSTEMS

  • Sequence validation — BossGameManager tracks input order against a correct moon sequence; wrong attempts reset material parameters and trigger states across all three actors

  • Portal state persistence — overlap saves unlock flag to both Player BP and GameInstance save object

  • Runtime material feedback — Dynamic Material Instances + Material Parameter Collections drive moon glow states via Timeline on each trigger

  • Cross-BP communication — BossRoomTrigger registers selections to BossGameManager via TriggerIndex; completion calls OpenVault on BP_Vault

BP_BossRoomTrigger

overlap enables interact input; selection registered to BossGameManager with visual (material) + audio feedback


BP_BossGameManager

sequence validation compares input order against correct sequence; mismatch resets all material parameters and clears trigger states


BP_PortalVault

correct sequence triggers valut Timeline animation, portal VFX activation, and saves unlock state to Player + GameInstance



Lantern Shrine: Merge Defense

Unity · C# · Lua

Mobile merge-defense prototype · Solo developer · Unity 6 (6000.3.17f1) · Jun 2026


WHAT I BUILT

Solo-built a commercially structured F2P mobile merge-defense prototype in 6 days: complete game loop, Lua-scripted data layer, 3-currency economy, roguelite upgrades, and elemental formation synergies in Unity 6.

CORE SYSTEMS

  • 3-lane defense — enemies interact only with units in their spawn lane, creating clear front/back placement decisions

  • Merge & placement — drag-and-drop, unit swapping, Lv3 merging, staging queue, and mobile click-vs-drag detection

  • Lua data pipeline — units, enemies, waves, and upgrades driven by MoonSharp config; balance changes require no C# edits

  • 4 Editor tools — programmatic scene generation for GameScene, MainMenu, and BalanceTestScene via [MenuItem]

  • BalanceTestScene — live damage log, real-time stat inspector, spawn controls, and post-reload refresh

  • Run analytics — per-run damage, economy, and wave survival tracking for data-driven iteration

3×4 Grid

with live elemental synergy lines and Lv3 charge indicators between bonded units

Upgrade Tree

14 elemental pair combinations with Lv1–3 upgrade paths and Spirit Jade economy

Balance Test Scene

real-time damage log, unit stat inspector, and live Lua config reload

Run Summary

End-of-run tracking damage contribution, economy flow, and wave survival for balance iteration



TORO - VR Japanese Garden Simulation

Unity · C# · XR

Unity VR experience · C# gameplay systems · Meta Quest 2 target · Team of 3 · Oct-Dec 2023


WHAT I BUILT

Sole Unity Developer on a three-person team. Built all C# gameplay systems for a calming VR garden experience: controller input, object interactions, runtime feedback, and UI prompts.

CORE SYSTEMS

  • XR setup — Unity XR Origin, controller-based input, interaction layers, and VR-ready camera configuration

  • Lantern lighting — layer-filtered raycast interaction, runtime flame instantiation on controller activation

  • Environment integration — assembled terrain, particles, lighting, and post-processing into a cohesive VR garden walkthrough

  • Object collection — trigger collider + tag validation, TextMeshPro score feedback, coroutine-based state control

  • Tutorial UI — InputActionReference-driven dismissal, raycast-targeted VR prompts

  • Layer/tag system — separated Torch, UI, Debris, Candle targets for predictable behavior and clean debugging

Light Lantern

Controller input + layer-filtered raycast + runtime flame instantiation.

Flower Pickup

Trigger collider + tag validation + TextMeshPro counter + runtime feedback.

Tutorial UI

Raycast-targeted VR tutorial prompts controlled through controller input.


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