Early Unity projects that shaped my understanding of gameplay systems, optimization, and clean engineering practices used in production today.
Overview:
A vertical endless shooter featuring enemy waves with varying health, damage, and attack patterns.
Core Systems:
Engineering Challenge:
Collision logic became complex and inefficient due to multiple script-level collision checks.
Solution:
Redesigned collision handling using Unity’s Layer Collision Matrix to offload filtering to the engine.
Overview:
A performance-focused endless runner inspired by Chrome Dino, emphasizing smooth visuals on mobile devices.
Key Learning:
Replaced runtime spawning with texture offset scrolling for ground and background.
Built to strengthen understanding of gameplay flow, coroutines, and clean architecture.
Learned when coroutines are better than Update().
Logic-heavy Sudoku game implementing Backtracking algorithm.
VR prototype using Unity XR Toolkit, focusing on physics-driven interactions.