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Professional

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Trivia Challenge

I implemented core gameplay features and user interfaces using Unity Engine.

I also integrated an in-app purchase module to expand the app's capabilities while addressing integration complexities effectively.

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Song Beat

I resolved in-game Bluetooth issues by implementing connection status checks for seamless gameplay. I unified the UI across different mobile platforms by addressing aspect ratio variations. Furthermore, I enhanced performance on low-end devices through feature adjustments and bug fixes.

Game Jam

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BYOG 2022

Not Your Regular Game

I designed a set of levels using Aseprite, skillfully crafting visual elements. To bring these levels to life, I implemented mechanics utilizing mouse onclick interactions and established player movement through rigid body physics.

Personal

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A False World

I developed UI components using player movement and collisions. I also designed and crafted levels for story, time, and boss modes, incorporating Rigid Body physics, collisions, and object pooling techniques.

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Sierra VR

I envisioned game design and crafted core gameplay mechanics using SteamVR plugin for HTC Vive Gen 1. I implemented climbing mechanics via Configuration Joints and Collision Detection. Additionally, I designed an extensive level with wall climbing and monkey bars and more

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Are You Own Enemy?

I designed and developed the game from the ground up, incorporating rigid body physics, object pooling, and collision detection. Additionally, I seamlessly integrated a responsive UI to accommodate various aspect ratios.

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Maze Ball

Utilizing Unreal Engine, I designed and developed a compact prototype employing blueprints and mouse control. This encompassed ball physics, collision detection, and the design every maze was consolidated within a single "UMAP" file.

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In Hot Pursuit

I undertook complete development, from initial concepts to final execution, covering core gameplay design and health mechanics. Additionally, I designed UI for Splash, Home, Instructions, and Game Play screens, ensuring they seamlessly work across various mobile platforms.

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Planet Merge

I initiated and executed end-to-end development, encompassing core gameplay design and merge mechanics, starting from a clean slate. Also designed and developed employing Rigid Body physics, collisions, and object pooling for spawning planets.

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Doctor AR

I created an educational markerless AR application using Unity and the Vuforia plugin. Leveraging Vuforia's ground plane functionality, I enabled real-time object placement. Additionally, I incorporated user interfaces to facilitate detailed study of the positioned objects.

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zecooEngine

I contributed to zecooEngine, built on the OpenGL API, enhancing functionalities for scientific visualization, photography, and gaming. Additionally, I integrated the Bullet Physics Engine, enabling dynamic physics simulations involving forces, constraints, and collisions.

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