Marmart Cart (New Version WIP!)

Producer | Project Manager

Game Designer

Level Designer

Gameplay Programmer

NOTE: All screenshots and video reflect the work of the entire team

What I did (Click to expand):

    • Raycast to simulate real-time suspension using Hooke’s Law + damping.

    • Lateral grip & drift: project velocity onto lateral axis, evaluate grip AnimationCurve, apply counter-force F = m·Δv/Δt.

    • Propulsion & braking: engine torque curve + speed-error controller for accel.

    • Chain growth where carts trail the leader via a generated path-history buffer.

    • Gameplay hooks: dynamic detach/reattach, physical knockback, and power-ups that cut/scale/modify the behaviors of the chain of carts.

    • Pitched the concept and defined pillars (chaotic physics, readable feedback, quick rounds, party-friendly).

    • Drove pivot from a 3rd-person racer to top-down snake; later evolved to local multiplayer (single player → co-op → competitive). [WIP, this 2-month prototype only highlights single player version features]

    • Authored/maintained the Core Design Document (CDD); aligned art/UX/mechanics to a cohesive vision.

    • Continued beyond the initial 2-month prototype; solo-developing and designing new builds and systems for 4 months

    • Showcase at Monthly Full Indie showcases: gathered feedback to validate game core loops and features.

    • Managed monthly sprint goal and development priorities, using public playtest to identify and solve key problems

Core Design Document

Links to pages of:

Cart Drive System Development Process Page
Itch.io
Github

Engine: Unity

Time: 2 months, 2024.10 - 2024.11

Team Size: 5

Survey Drone 15

Game Designer

Level Designer

Gameplay Programmer

NOTE: All screenshots and video reflect the work of the entire team

What I did (Click to expand):

    • Designed and developed two modes of sonar scanning and adjustable settings for players to find the best solution for all situations.

    • The whole Level Design thought and process is demonstrated on the Level Design Process Page.

    • Utilized Unity's AI Navigation system to enable audio sources to dynamically move with the player, supplemented by a custom algorithm to ensure accurate placement along the audio propagation path.

    • Implemented real-time communication between Unity and FMOD, dynamically adjusting audio properties such as volume, lowpass filters, and other channels to simulate realistic propagation effects.

    • Designed the system to be modular, easily adjustable, and reusable within the Unity Editor for efficient iteration and scalability.

Links to pages of:

Level Design Process (Still In Progress)
Itch.io
Github (Private, contact me if needed)

Engine: Unity (&FMOD)

Time: 8 months, 2023.9 - 2024.4

Team Size: 4

Critical Reception: Nominated for Best Technical Innovation and showcased at the Toronto Level Up Showcase 2023, recognized for its creative sonar exploration design and technical execution.

The York SIMS

Producer | Project Manager

Game Designer

Level Designer

Gameplay Programmer

NOTE: All screenshots and video reflect the work of the entire team

What I did (Click to expand):

    • Pitched the concept of a university-themed SIMS-like game aimed at helping high school graduates transition smoothly into university life by simulating real-world challenges and opportunities.

    • Researched and analyzed player needs and behaviors through surveys, interviews to define the game’s objectives as both educational and engaging.

    • Ensured all game design aspects were centered around creating an immersive experience that mirrors the challenges of university life.

    • Designed gameplay mechanics that mimic the decision-making and problem-solving aspects of university life, encouraging players to build skills like prioritization, resilience, and social adaptability.

    • Designed and implemented a Unity Event-Driven Architecture using Scriptable Objects to enhance communication between game systems, creating a highly modular and scalable structure. This approach introduced an additional abstraction layer to streamline system interactions and improve maintainability.

    • Developed core systems to support the game’s functionality, including:

      • Time System: Driving a dynamic Day and Night Cycle to reflect realistic progression.

      • Scene Transition System: Allow designers to easy customize what to display on loading screen.

      • Camera Control: Leverage Cinemachine for dynamic, camera behaviors based on designer’s need.

      • Pop-Up Window System: Enable designers to easily add new contextual information and connect them with game objects’ interactions.

    • Engineered multiple key gameplay mechanics, such as a smooth character control, UI interactions and a Reminder Notebook Tool, allowing players to customize and track their daily routines, reinforcing the game’s educational and life-simulation goals.

    • Ran daily team meetings internally with members in different time zones, as well as externally with our clients weekly.

    • Provided clear direction, guidance, and constructive feedback to other designers, developers and artists.

    • Maintain a Notion site for the team to organize development pipelines and resources.

    • Mentored 3 beginners in Unity Development.

Links to pages of:

Poster Presentation
Itch.io (Private, contact me if needed)
Github (Private, contact me if needed)

Engine: Unity

Time: 4 months, 2024.5 - 2024.8

Team Size: 5

Critical Reception: The prototype received positive feedback during the university Orientation Day showcase and was selected for continued development.

Billy Bob's Block Bonanza (GMTK Game Jam 2023)

Game Designer

Level Designer

Gameplay Programmer

NOTE: All screenshots and video reflect the work of the entire team

What I did (Click to expand):

    • Ensure a fine-tuned difficulty curve to provide a smooth player experience.

    • Design levels that facilitate the unique experience of the game design.

    • Delivery interesting and engaging puzzles within limited time and resources.

    • The detailed Level Design thought and process is demonstrated on the Game & Level Design Process Page.

    • Design and program the visual feedback related to platform controls.

Links to pages of:

Level Design Process
Itch.io
Github

Engine: Unity

Time: 48 hours, 2023.7.7 - 2023.7.9

Team Size: 2 (myself and Jayde Callejas)

Critical Reception: Rank #969 out of #6741 entries of the jam with lots of appreciation for the level design.

Lemon’s Journey

Producer | Project Manager

Game Designer

Level Designer

Gameplay Programmer

NOTE: All screenshots and video reflect the work of the entire team

What I did (Click to expand):

    • Character Control: Built a physics-driven system with acceleration, deceleration, and coyote jump for smooth and responsive gameplay.

    • Save and Load System: Designed a checkpoint-based save system, allowing players to easily rewind and save time without restarting from the beginning.

    • Dynamic Behaviors: Designed and programmed three unique character behaviours tied to different emotional states for varied gameplay.

    • World Interactions: Created interactions between map elements and characters.

    • Main Menu UI: Designed and implemented a functional and intuitive main menu.

    • The detailed Level Design thought and process is demonstrated on the Game & Level Design Process Page.

    • Identified player pain points through playtests, leading to improved level design, refined box interactions, and the development of a checkpoint system for smoother gameplay progression.

    • Set milestones and run team meetings via Discord.

Links to pages of:

Game & Level Design Process
Public Presentation at CNE
Itch.io
Github

Engine: Unity

Time: 3 months, 2023.1 — 2023.4

Team Size: 5

Critical Reception: Selected to represent at the CNE (Canadian National Exhibition) 2023, where a diverse audience, including children and families, enjoyed the game.

Big Country (Advanced Dog AI Feature)

Game Designer

Gameplay/AI Programmer

NOTE: All screenshots and video reflect the work of the entire team

    • Connected Dog Blueprint, AIController, Behavior Tree, and Anim Blueprint via a unified DogState FStruct / DogAnimationState FStruct. Enable a clean and expandable AI framework and ecosystem for complex behaviors.

    • Authored 30+ reusable Tasks/Services/Decorators; clean blackboard data flow and event messaging.

    • Exposed tuning params and added on-screen debug to accelerate iteration.

    • Real-time positioning aside the player while also adapt to velocity change and natural path predictions; add manual pauses to introduce animal stubbornness.

    • EQS-driven idle choices (sit/lie/wander) when uncommanded; context-aware reactions.

    • Act as lead developer to set development roadmap/milestones and do risk register at early stage; ran weekly syncs within the team and reviews with Tidepool Games (Client).

    • Act as Lead Designer to gather team ideas and ran meetings. Designed all playtest plans and integrated client feedback; shipped a GDC-featured build with docs & handoff.

    • Owned task planning/assignment; maintained Perforce and code reviews for stability.

What I did (Click to expand):

Links to pages of:

More Project Info

Engine: Unity

Time: 3 months, 2024.1 - 2024.4

Team Size: 7

Critical Reception: Featured by the client in GDC 2025 investor pitches (strong reception) and secured a follow-on engagement with CDM, with me continuing on the project the next term.

Mission Control Mech (VR+Alt Controllers)

Game Designer

Level Designer

Gameplay Programmer

NOTE: All screenshots and video reflect the work of the entire team

    • Implemented physic-based shooting/targeting, mech movement/look logic and interaction layers

    • Clean input actions setup for XR rig; comfort options considered from the start.

    • Object pooling for bullets, reduced runtime allocations, and occlusion culling for dynamic environment assets.

    • Physics/FixedUpdate budgeting, profiler-driven tuning, and comfort QA to minimize VR sickness.

    • Integrated Arduino + Makey-Makey + keyboard alongside VR for coordinated, cross-device interactions.

    • Built a Unity-side data pipeline (commands/events), plus real-time LED feedback and simple calibration tools.

What I did (Click to expand):

Links to pages of:

Itch.io
Github

Engine: Unity

Time: 3 months, 2024.1 - 2024.4

Team Size: 7

Critical Reception: Presented at: NextGen Showcase Toronto 2024, CNE Gaming Garage Student Game Showcase 2024.

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VR Projects