Here are some casual games I’ve worked on. I was the sole programmer for all of them except Laser Tennis. In a few titles like Assassin Game, Paint Mania, Don’t Crush It, and the Sideways Shooter, I took on the roles of programmer, game designer and level designer. Additionally, I integrated third-party publisher SDKs and ad networks into the games. Only completed Unity projects are listed below. (Only professional games or those developed as part of my job are listed here. Personal and hobby projects can be found in the last tab)
Laser Tennis
Game Name: Laser Tennis
What i did: I took a game originally designed for single-player by my teammates and transformed it into a multiplayer experience. This required rewriting several core systems and restructuring the game architecture. I used Netcode for GameObjects for networking and integrated Unity Relay and Lobby services to enable peer-to-peer connections, allowing players to create and join lobbies seamlessly.
Small description :
This is a 2-player multiplayer arcade-style game where players can create lobbies, join with friends or strangers, and compete across multiple levels. The core gameplay takes place in a two-player arena where you dodge lasers and activate tile switches to shoot projectiles at your opponent. The winner is determined by remaining health
Delivery Drone
Game Name: Delivery Drone
Small description :
This was my very first game as an intern at Caravel GG. The game's objective was to control a drone and deliver packages before the timer ran out, all while avoiding collisions with buildings and other drones. The game boasted an impressive array of features, including a physics-based drone controller, a small open-world map complete with AI-controlled cars and drones, and even a weather system that influenced visibility and drone control (although this feature was later removed). Additionally, the game also had a shop system. It's available on the play store ( https://play.google.com/store/apps/details?id=com.caravelgg.DeliveryDrone )
Game Engine: Unity
External assets used: art assets only
What I did :
All the programming ( solo programmer ) and optimization
UI recreation from design, UI animation using do tween
[ I didn't design the game, didn't make any 3d models, and didn't create the UI design ]
What I learn from it :
The game's requirements underwent significant changes during development, and I found that my code couldn't keep up with these changes. This challenge prompted me to learn programming patterns for the first time. In addition, I gained valuable experience in optimizing the game's performance by reducing both the number of draw calls and the polygon count.
Assassin Game
Game Name: Ninja Game / Assassin Game
Small description :
I consider this game to be my best work yet, as I was responsible for both the designing and programming aspects.. This game is about a ninja doing ninja things.
The game features an advanced AI system that includes patrol routes, player chasing, shooting, sound detection, distraction checks, and reaction to visual elements such as dead bodies. The AI has different awareness levels and behaviors and utilizes modular state machines that I developed for a personal project and improved for over a year
This was the project in which I started using a lot of reusable systems, leveraging interfaces, scriptable objects, and observer patterns.
There were a lot of cool environmental interactive systems such as allowing players to poison enemies' food, resulting in their unconsciousness after ingestion.
However, despite investing significant effort into designing good levels, I struggled to create enjoyable gameplay utilizing these systems, primarily due to my limited experience in level design. I was really bad at making fun levels using these mechanics. So I had to go with the most basic features and finish it.
Game Engine: Unity
External assets used: art assets only
What I did :
All the programming ( solo programmer ) and optimization
Game design, level design
UI recreation from design
[ I didn't make any 3d models, and didn't create the UI design ]
What I learn from it :
I learned the hard truth. A game is not just a collection of cool features. What is it then? I still don't know. At least I start building modular systems and extremely versatile architectures for future projects.
Hotel Game
Game Name : Untitled Hotel Game
[ Small description ] :
My second game was about selling sausages and later the scope expanded to some other food. One of the most challenging and unique aspects of this project was simulating the sausages. I devoted a considerable amount of time to devising a solution. To prevent encountering similar issues from my previous project, I incorporated the state pattern from the outset.
[ What I did ] :
All the programming ( solo programmer ) and optimization
UI recreation from design, UI animation using do tween
( I didn't design the game, didn't make any 3d models, and didn't create the UI design )
[ What I learn from it ] :
Physics is scary and beautiful
Game Engine: Unity
External assets used: art assets only
Dodge the bullet
Game Name : Dodge the bullet
[ Small description ] :
In my 3rd project "Dodge the Bullet" players have to dodge the bullet fired at them by manually controlling the animation. I made the deliberate decision to first create a robust game architecture, rather than immediately jumping into programming
[ What I did ] :
All the programming ( solo programmer ) and optimization
UI recreation from design, UI animation using do tween
[ I didn't design the game, didn't make any 3d models, and didn't create the UI design ]
[ What I learn from it ] :
I was thoroughly impressed by how minor tweaks, such as altering camera angles and adding extra sound effects, had such a significant impact on the game's overall polish. Although I still have much to learn when it comes to game design and refining, this project has served as an invaluable learning experience for me.
Game Engine: Unity
External assets used: art assets only
Egg Runner
Game Name : Egg Runner
Small description :
As a junior developer at Caravel GG, I developed my fourth game, "Egg Runner.”. In contrast to the "dodge the bullet" game, I began coding without any prior planning to evaluate whether the core mechanics were enjoyable. However, as I progressed and built upon that initial code base, it proved to be challenging to maintain due to its poor quality.
It's available on the play store ( https://play.google.com/store/apps/details?id=com.caravelGG.EggRunner )
Game Engine: Unity
External assets used: art assets only
What I did :
All the programming ( solo programmer ) and optimization
UI recreation from design
[ I didn't design the game, didn't make any 3d models, and didn't create the UI design ]
What I learn from it :
Instead of properly profiling the game to identify the cause of the lag, I made assumptions which led to a difficult learning experience. I now understand the importance of thorough profiling and the consequences of relying on assumptions.
Football Selfie Run
[ What I did ] :
All the programming ( solo programmer ) and optimization
UI recreation from design
( I didn't design the game, didn't make any 3d models, and didn't create the UI design )
Game Engine: Unity
External assets used: art assets only
Car Crash Test
[ What I did ] :
All the programming ( solo programmer ) and optimization
UI recreation from design, UI animation using do tween
( I didn't design the game, didn't make any 3d models, and didn't create the UI design )
Game Engine: Unity
External assets used: art assets , Universal vehicle controller
Paint Mania
Small description :
This game was designed , developed , and tested under 5 days
What I did :
All the programming ( solo programmer ) and optimization
Game design , level design
UI recreation from design, UI animation using do tween
( I didn't design the game, didn't make any 3d models, and didn't create the UI design )
Game Engine: Unity
External assets used: art assets
Don't Crush It
Small description :
This game was designed , developed , and tested under 5 days
[ What I did ] :
All the programming ( solo programmer ) and optimization
Game design , level design
UI recreation from design, UI animation using do tween
( I didn't design the game, didn't make any 3d models, and didn't create the UI design )
Game Engine: Unity
External assets used: art assets , Universal vehicle controller
Sideways Shooter
[ What I did ] :
All the programming ( solo programmer ) and optimization
Game design , level design
UI recreation from design, UI animation using do tween
( I didn't design the game, didn't make any 3d models, and didn't create the UI design )
Game Engine: Unity
External assets used: art assets