Projects
All the game projects I've worked on!
Note: These are listed in chronological order.
2D Space Shooter
A complete MVP Prototype
Developed from prototype to MVP
Modular balanced power-up system
Homing Projectile scripted with trigonometric logic.
Balanced spawn manager
A boss with a dynamic HP Bar and multiple phases
Boss Fight Bullet Hell attack scripted with trig logic
Programmed Enemy AI with variating enemy types
Visual feedback like camera shake and damage effects
Dynamic HUD displaying
Polished with post-processing.
Sci-fi Lab - Level Design
Customized light mapping using Clip Studio Art or Photoshop
Customized textures using Clip Studio Art or Photoshop
Optimized lighting using light probes.
Volumetric Fog and Lighting
Cookies to generate texture-accurate light projections
Screen Space Reflections for accurate reflections on glossy surfaces
Reflection Probes distribute reflections across applicable surfaces
Occlusion Culling for render optimization
Customized light mapping using Clip Studio Art or Photoshop
Customized textures using Clip Studio Art or Photoshop
Ambient Occlusion to simulate soft realistic shadows
Multiple post-processing profiles and reflection probes
Adventurerer's Office Den - Level Design
Optimized lighting using light probes.
Volumetric Fog and Lighting
Cookies to generate texture-accurate light projections
Screen Space Reflections for accurate reflections on glossy surfaces
Reflection Probes distribute reflections across applicable surfaces
Occlusion Culling for render optimization
Ambient Occlusion to simulate soft realistic shadows
Emission sprite animation
Fog Partcile System
Hope for Winter (Steam Game)
by
Janika Suhonen
Release Date: TBD
Researched Icelandic and Norse folklore, among other inspirational sources and mood-setters
Worked closely with the game designer/developer to avoid ludo-narrative dessonance and ensure that the narrative vision was met
Wrote character background stories making sure to implement key details derrived from the initial story prompt
Wrote lore based on/inspired by the conducted research
Cosmos - In-engine Cutscenes
Post-processing for enhanced quality visuals (refer to project page or documentation for a full list of post-processing additions)
Flight controls scripted in C#.
Flight path created in Timeline and Cinemachine.
Idle cutscene that shows off the level - Triggers after being inactive(no input detected) for 5 seconds fully scripted in C# and structured with Cinemachine and Timeline tools
Opening cutscene structured with Cinemachine and Timeline tools
Usage of dedicated Timeline and Cinemachine extensions to implement code in-scene