Game Development Projects
VR Warehouse Training Game (Individual XR Project)
- Designed and developed a VR warehouse training simulation in Unity for an XR class project.
- Built an interactive forklift system with player controls, object handling, and task-based training goals.
- Implemented immersive audio feedback including engine sounds, reverse beeping, ambient warehouse audio, and hydraulic fork movement sounds.
- Created a functional warehouse environment with props, boundaries, instructions, and interactable training elements.
- Tested and refined the VR interactions to improve player comfort, clarity, and usability during the training experience.
Engine Assembly Simulation Game (Group VR Project)
- Collaborated with a student team to develop a VR engine assembly simulation in Unity.
- Built interactive assembly mechanics where players pick up engine parts and snap them into the correct locations.
- Worked on object interaction, placement feedback, and gameplay flow to make the assembly process clear and usable.
- Helped refine the experience with audio feedback, including sound effects when parts are successfully attached.
- Tested and adjusted the simulation to improve player guidance, interaction accuracy, and overall VR usability.
Space Station Puzzle Game (Individual)
- Designed and developed an original sci-fi puzzle game over two years.
- Programmed all gameplay systems including puzzles, UI, interactions, and progression.
- Created all 3D models, sound effects, music, and particle effects.
- Optimized puzzle systems and object interactions through game testing to ensure stable
performance across
multiple levels.
- Developed a cohesive visual identity through custom shaders, lighting setups, and
environmental storytelling.
VR CQB Training Project (Individual XR Project)
- Developed a VR close-quarters combat (CQB) training experience in Unity focused on tactical room-clearing scenarios.
- Implemented interactive firearm handling systems including grabbing, aiming, magazine interaction, and weapon firing mechanics.
- Designed indoor training environments with enemy targets, environmental props, and immersive combat-focused layouts.
- Worked extensively with XR interaction systems, collision handling, and VR player interaction logic to improve realism and responsiveness.
- Tested and refined gameplay flow, weapon usability, and player interactions to create a smoother and more immersive VR training experience.
Unreal Engine Zombies Game (Group)
- Developed a first-person zombie survival prototype using Unreal Engine for our fist time.
- I implemented the AI navigation, pursuit behavior, attack logic, and health/damage systems.
- I also built weapon firing, hit detection, and animation-driven combat using Blueprints.
- Fine-tuned AI behavior trees and perception systems to create reactive, believable enemy
encounters.
- Developed a flexible enemy spawning system that controls timing, locations, and wave pacing
for consistent gameplay flow.
2D Platformer Game (Group)
- Collaborated with a student team to develop a 2D platformer game.
- Worked on player movement, level mechanics, and enemy interactions.
- Assisted with level design, gameplay polish, and debugging.
- Completed as my first-semester game project, giving me hands-on experience learning Unity
fundamentals and core game development workflows.
- As my first group project, it taught me how to collaborate through GitHub, manage shared
project files, and contribute code within a team workflow.
Arduino Pinball Machine (Group)
- Designed and built a functional pinball machine using Arduino hardware.
- This was a really fun project where I worked with two other students to design a game
concept on a whiteboard and bring it to life using Arduino kit components.
- Programmed inputs for 360 Degree motors and motion sensors.
Boss Battle Game (Individual)
- Developed a focused boss battle game featuring player combat mechanics.
- Implemented enemy attack patterns, health phases, and damage feedback.
- Had other students playtest the boss fight to gather feedback and refine the difficulty
curve for a more balanced challenge.
- Scripted multi-phase boss behavior including attack rotations, cooldowns, and reactive
damage states.
Mini-Golf Game (Group)
- Implemented charge-based power shots, aiming indicators, scoring, and player turn logic.
- Designed roaming AI characters that move dynamically through the course to add variety and
unpredictability to gameplay.
- Created accessibility-focused controller concepts and UI designs tailored for players with
macular degeneration, ensuring high contrast visuals and clear shot feedback.
- Built trap hazards with functional logic, including behavior triggers and environmental
interactions that affect ball movement.
- Developed spawnpoint and ball reset logic that reliably returns players to the correct
position after hazards, out-of-bounds shots, or manual resets.
Interactive Comic Game (Group)
- Created a narrative-driven interactive comic experience using Unity and eye tracking technology.
- Implemented branching dialogue, player decision paths, and scene transitions.
- Designed timing-based interactions and animated storytelling sequences.
- Structured branching narrative paths through a modular dialogue system supporting scalable
storytelling.
- Integrated subtle animations, timing cues, and sound effects to enhance emotional beats and
player agency.