2D Space Shooter gameplay

2D Space Shooter

Unity 2D · C#

  • Developed from prototype to MVP with modular, scalable systems
  • Balanced power-up system and configurable enemy spawn manager
  • Bullet-hell patterns, homing projectiles, and multi-phase bosses
  • Multiple enemy behaviors and dynamic boss HP system
  • Polished game feel with HUD feedback, camera shake, and post-processing
Office Cutscene Collection
Lab Cutscene Collection

Adventurer’s Office Den and Sci-fi Lab

Level Design · Unity HDRP · C#

  • Optimized scene lighting using light probes, volumetric fog, and ambient occlusion
  • Implemented light cookies, screen space reflections, and reflection probes
  • Applied occlusion culling to improve rendering performance
  • Created custom lightmaps and textures using Clip Studio Paint and Photoshop
  • Configured multiple post-processing profiles for varied lighting scenarios
  • Added animated emissive sprites and environmental dust particle effects
Hope For Winter - Narrative Design

Hope For Winter

Narrative Design · Unity 3D

Release Date: TBA | Developer: Janika Suhonen

  • Researched Icelandic and Norse folklore to inform narrative tone and worldbuilding
  • Collaborated with the designer to ensure narrative cohesion
  • Authored character backstories and in-world lore
Cosmos Cutscene Collection
Cosmos Cutscene Collection

Cosmos Cutscene Collection

Unity HDRP · Cinemachine & Timeline · C#

  • Implemented smooth fade-in/out scene transitions with post-processing for enhanced visual quality
  • Built all camera shots and transitions using Cinemachine, including seamless first-person/third-person switching
  • Scripted flight controls (pitch, yaw, roll) paired with Cinemachine camera setups
  • Enabled scene replay functionality via player input
  • Designed a dynamic main menu with interactive audio feedback
  • Created an idle-triggered menu cutscene using C#, Timeline, and Cinemachine
  • Integrated Timeline and Cinemachine extensions to drive in-scene logic and trigger animations
  • Authored animations and scripted events directly in Timeline
  • Implemented spatial sound effects and background music
  • Created hyperspace travel and portal particle effect systems
Input System Swap - Game Development
Input System Swap - Game Development

Input System Swap

Game Development · Unity 3D

  • Migrated gameplay input from Unity’s legacy input system to the new Input System framework
  • Designed a centralized, action-based input architecture to support multiple controllable entities
  • Implemented distinct control schemes for a player character, forklift, and drone, each with tailored movement and interaction mappings
  • Added contextual input handling for gameplay interactions, including hacking cameras and interacting with environmental objects
  • Implemented variable input strength for actions such as punching crates, enabling power-based interactions
  • Ensured clean input switching and reusability across systems without duplicating logic
  • Improved maintainability and scalability of the project by standardizing input handling across all gameplay features