These are my current game assets.
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