
Aerial Resistance - Arcade Shooter
In my free time, I am the sole Designer and Engineer on a 2D Shoot 'em up game in Unity featuring:
● Dual finite‑state machines
● Modular UI framework
● Asynchronous scene‑loading system
● Data‑driven AI motion patterns (arching and orbiting) using sinusoidal interpolation
● Centralized service architecture with lifecycle‑managed instances

Mod.io SDK - UGC Unity Plugin
Developed a Unity plugin that enabled developers to integrate backend services for adding modding support to their games.
● Implemented asynchronous REST API requests and handling
● Designed and prototyped monetization and multiplayer support features
● Created and maintained a Unity CI/CD pipeline across 10 platforms and multiple Unity versions with automated testing.
● Designed a cross-platform I/O throttle for the Mod.io SDK, chunking writes to comply with console quotas and queuing excess data.

No Way Out Engine - Game Engine
Designed and implemented a 2D game engine with:
● Real‑time sprite animation system
● GLSL bloom post‑processing
● Flexible input layer mapping
● Recursive AABB collision detection
● Modular Scene Graph
● Templated resource cache
● Component‑based UI framework
● FSM‑driven state stack

Cookie Jam - Match-3 Mobile Game
Optimized gameplay features for a match-3 puzzle game.
● Identified, diagnosed, and resolved software bugs, improving system stability and performance through rigorous debugging and code optimization.

HGTV: My Design - Home Design Game
Major contributor to the development of
3D Design Home, a mobile game, from concept through to launch.
● Architected data-driven reward UI framework with unified popups
● Implemented a reusable anchor component to auto‑position child decor by parent bounds.
● Optimized game through a pooled, ref‑counted TextureManager in Unity
● Developed configuration systems, enabling real-time adjustments in a live environment

Orbulous - Match-3 Mobile Game
Developed core gameplay systems for a match-3 mobile game.
● Developed recursive, ring-based hex-grid match detection
● Architected seed-driven RNG and event-based sync for PVP mode.
● Built data-driven Boss Mode system with event-driven match-to-damage logic and UI updates.
● Standardized authentication, data, purchases, and CloudScript calls in a single API layer.
