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
Lantern Shrine: Merge Defense
Mobile merge-defense prototype · Solo developer · Unity 6 (6000.3.17f1) · Jun 2026
Unity · C# · Lua

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
TECHNICAL CHALLENGE
Build a commercially structured mobile merge-defense prototype solo in 5 days, targeting rapid-iteration design philosophy, complete game loop, Lua-scripted data layer, 3-currency economy, roguelite upgrades, and elemental formation synergies, all within Unity 6 for portrait mobile.
MY ROLE
I owned game design decisions and system architecture: economy design, wave composition, roguelite structure, and the original elemental synergy system. I specified and directed the implementation of C# scripts across 12 subsystem layers, a MoonSharp Lua runtime config system spanning 6 data files, and 4 custom Unity Editor tools.
CORE SYSTEMS I BUILT
Built a 3-lane shrine defense system where enemies only interact with units in their spawn lane, creating clear front-line and back-line placement decisions.
Implemented drag-and-drop unit placement, unit swapping, same-unit merging up to Lv3, staging queue behavior, and mobile-friendly click-vs-drag detection.
Created a Lua-driven data pipeline for units, enemies, waves, upgrades, and levels so balance values could be changed without rewriting C# logic.
4 Unity Editor tools ([MenuItem]) for programmatic scene generation, GameScene, MainMenu, and BalanceTestScene built entirely via code.
Dedicated BalanceTestScene: live per-hit damage log, real-time stat inspector, unit/enemy spawn controls, and post-Lua-reload refresh.
Per-run analytics (damage per unit type, economy, wave survival) and a Run Summary screen for data-driven balance validation.
TORO - VR Japanese Garden Simulation
Unity VR experience · C# gameplay systems · Meta Quest 2 target · Team of 3 · Oct-Dec 2023
Unity · C# · XR

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.
TECHNICAL CHALLENGE
Create a calming VR garden experience that felt responsive and understandable to first-time users, while coordinating environment design, controller input, object interactions, UI prompts, and runtime feedback inside a short three-person production timeline.
MY ROLE
Sole technical designer and programmer across 44 C# scripts, 12 subsystem layers, and 3 scenes. All game design — economy, wave pacing, roguelite structure, and the original elemental synergy system — is mine.
CORE SYSTEMS I BUILT
Configured a Unity XR scene with XR Origin, controller-based input, interaction layers, and VR-ready camera/player setup.
Implemented controller-driven tutorial dismissal using InputActionReference and Physics.
Raycast against UI-layer targets.Built raycast-based interaction logic for lighting candles/lanterns, spawning flame feedback at runtime when the player activates a target.
Created object collection and basket-trigger logic using tags, trigger colliders, TextMeshPro score feedback, Instantiate, Destroy, and coroutine-based state control.
Used Unity layers and tags to separate interaction targets such as Torch, UI, Debris, candle, and Deb objects for predictable debugging.
Integrated environment assets, terrain, particles, lighting/post-processing, and interaction points into a cohesive VR garden walkthrough.
