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
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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
- 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
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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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Ambient Occlusion to simulate soft realistic shadows
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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