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.
