Projects

All the game projects I've worked on!
Note: These are listed in chronological order.

2D Space Shooter

A complete MVP Prototype

  • Roles: 
  • Game Developer C# Scripting UI Design Post-processing Modular Code Sprite Animation
  • Tools: 
  • Unity 2D Filebase Unity Standard Render Pipeline
  • 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

  • Roles: 
  • Level Designer Sprite AnimationLight Mapping and optimizingPost-Processing
  • Tools: 
  • Unity 3D High Defition Render PipelinePhotoshopFilebase
  • 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

  • Roles: 
  • Level Designer Sprite AnimationLight Mapping and optimizingPost-Processing
  • Tools: 
  • Unity 3D High Defition Render PipelinePhotoshopFilebase
  • 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

  • Roles: 
  • Narrative Designer Lore Research Character Background Stories Worldbuilding
  • Tools: 
  • Affinity Publisher Scrivener
  • 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

  • Roles: 
  • Game Developer Cutscene Designer C# Scripting
  • Tools: 
  • Unity 3D High Definition Rendering Pipeline Cinemachine and Timeline Filebase
  • 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