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
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											Modular balanced power-up system
										
- Homing Projectile scripted with trigonometric logic.
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											Balanced spawn manager
										
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											A boss with a dynamic HP Bar and multiple phases
										
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											Boss Fight Bullet Hell attack scripted with trig logic
										
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											Programmed Enemy AI with variating enemy types
										
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											Visual feedback like camera shake and damage effects
										
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											Dynamic HUD displaying
										
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											Polished with post-processing.
										
 
						 
						
						
						
							
							
								
							
							
							
								
									Sci-fi Lab - Level Design
									
									
									
									
									
										- 
											Customized light mapping using Clip Studio Art or Photoshop
										
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											Customized textures using Clip Studio Art or Photoshop
										
- Optimized lighting using light probes.
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											Volumetric Fog and Lighting
										
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											Cookies to generate texture-accurate light projections
										
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											Screen Space Reflections for accurate reflections on glossy surfaces
										
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											Reflection Probes distribute reflections across applicable surfaces
										
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											Occlusion Culling for render optimization
										
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											Customized light mapping using Clip Studio Art or Photoshop
										
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											Customized textures using Clip Studio Art or Photoshop
										
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											Ambient Occlusion to simulate soft realistic shadows
										
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											Multiple post-processing profiles and reflection probes
										
 
						 
						
						
						
							
							
								
							
							
							
								
									Adventurerer's Office Den - Level Design
									
									
									
									
									
										- Optimized lighting using light probes.
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											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
										
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											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
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											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
                            
                            
                            
                                - Fade-in and fade-out transitions between scenes.
- Post-processing for enhanced quality visuals.
- All camera shots and types were made with Cinemachine
- Each scene can be replayed at the press of a key
- Alternate between two camera modes: 3rd person and 1st person  
- Flight controls(pitch,yaw,roll) scripted in C# and enhanced with an immersive camera via Cinemachine.
- Dynamic main menu with interactive sounds
- Idle cutscene that triggers when player is inactive in Main Menu- scripted in C# and structured with Cinemachine and Timeline tools
- Usage of dedicated Timeline and Cinemachine extensions to implement code in-scene
- Trigger events scripted in C# and animated in Timeline.
- Animations made in Timeline
- Sound effects with spatial awareness, and background music
- Hyper Space Travel, and Portal Particle Effect Systems