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These are my current game assets.
Mortar System

Mortar System

This system includes several notable features:


  • Multiple visual and gameplay effects

  • Configurable minimum and maximum firing range

  • Simulated shell travel time

  • Burst fire capability

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Turret System

This system was previously implemented as an anti-aircraft turret, but it can be readily adapted for a wide range of applications.


  • Adjustable bullet spread

  • Configurable rotation speed and movement constraints

  • Parallax background support

  • Integrated sound effects

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Airplane

I have dedicated a significant amount of time to developing this aircraft, which has evolved through multiple iterations ranging from fully physics-based to transform-driven implementations.
Overall, it has been an enjoyable and iterative process to fine-tune its behavior to achieve realistic flight characteristics.


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Space Shooter

Space Shooter was developed as a university project, during which I implemented the following features:


  • 2D gameplay mechanics using sprites

  • Start, options, and exit menu systems

  • Parallax background effects

  • Randomized spawn point logic

  • Player health management

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Kitchen Chaos Course

This course was completed for a previous job opportunity and covered a wide range of essential topics for game development, including:


  • Gameplay architecture utilizing events, interfaces, and state machines

  • Polishing games with audio, visual effects, and production-ready structure

  • User interface systems, game states, and scene management

  • Player input handling, movement, and interaction systems

  • Unity project setup and workflow best practices

  • Data management using Scriptable Objects

  • Clean, maintainable C# coding practices

Drone System

This system was previously utilized in a project as an autonomous aerial unit and can be adapted for various alternative use cases.


  • Autonomous roaming within a defined area, featuring randomized target selection, smooth force-based movement, rotational alignment, and gradual deceleration near targets

  • Hover mechanics incorporating dynamic height adjustment, oscillation effects, and physics-based lift and damping for stable flight

  • Propeller-based balancing using torque and damping to maintain stability while allowing controlled directional leaning

  • Use of Unity physics (Rigidbody, AddForce, AddTorque) to achieve realistic motion rather than purely kinematic behavior

  • Collision avoidance implemented through cylindrical detection and physics-based impulse responses

  • Debugging and visualization tools such as Gizmos and Debug.DrawLine to assist with monitoring behavior within the editor

  • System integration ensuring that roaming, hovering, and avoidance mechanics operate cohesively