Kenji LogoKENJIDEV
✔ Class: Unity Game Developer | Technical Designer
✔ Engine: Unity (AR/WebGL ready)
✔ Modules: Game Dev, Camera/FX, UI Design
> Packing WebGL [light build] ........... ok
ℹ Welcome to Kenji's Game Portfolio
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KENJIDEV

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In Development

Holy Blade: Secrets of the Lunar Far Side

UnityC#Tech DesignSolo Dev

A solo project — a Holy Swordsman explores the truth hidden behind the moon. When refining hit feel and the rush of 2D action, I was reminded—beyond flashy VFX and combo spectacle—that mobility and how you read and use space are just as critical. This build doubles down on that mobility, iterating on pacing, control response, and overall responsiveness through repeated playtests.

•Combo chaining with input buffering and cancel windows
•Enemy behaviors via lightweight FSM (telegraphs, stagger, knockback)
•Polished feedback: hit stop, screen shake, time-scale bursts, camera impulse
•VFX/animation timing with events; pooled projectiles & effects for stable FPS.
Read case study →

Make It Till Monday

UnityC#Tech LeadProducerTech Design

Co-op bar-management game developed with a UK team. As Acting Technical Lead for eight cross-functional developers, I steered roadmap realignment under pressure, owned full-cycle production coordination, and implemented core multiplayer synchronization with Unity Netcode for GameObjects and Relay.

•Leadership & project turnaround: As Acting Technical Lead for a cross-functional team of 8, navigated high-pressure development by realigning the roadmap and applying risk mitigation to deliver a viable vertical slice under tight constraints.
•Production & cross-team coordination: Owned full-cycle production through development docs and task trackers; facilitated communication across disciplines and continuously weighed milestone progress against remaining time for dynamic scope pivots and rapid problem-solving.
•Scope & production management: Led feature triage and dependency mapping to sustain velocity while balancing technical needs with team bandwidth.
•Multiplayer architecture: Designed and implemented core synchronization for a co-op title with Unity Netcode for GameObjects and Unity Relay—robust peer-to-peer connectivity and real-time data sync.

Deep Sea Roman

UnityC#Tech Design

Collaboration with a Japanese indie team on an upcoming Steam bullet-hell title. Fluent Japanese kept remote communication friction low while I built scalable C# gameplay systems and turned the director's creative direction into tactile combat—VFX, camera, and animation states included.

•Leveraged fluent Japanese to facilitate seamless communication with the remote team.
•Cross-border engineering: Collaborating remotely with a Japanese indie team to engineer gameplay mechanics and scalable C# systems for an upcoming Steam title.
•Vision translation & execution: Worked directly with the Game Director to validate technical feasibility. Translated high-level concepts into engine-ready implementation—custom VFX triggers, camera shake, and animation states—aligned with intended combat feel and overall impact.
Confidential

Candy Catcher — Interactive Mall Game (Commercial Event)

UnityC#WebGLPHPMySQL

Engineered a mobile-optimized 2D puzzle game framework; balanced animation rhythm and visual fidelity under tight browser performance budgets. Backend & Data Analytics: Designed a PHP/MySQL architecture to handle prize pool distribution. Implemented gameplay telemetry (logging metrics like difficulty patterns and session times) to monitor live game balance and validate player engagement.

•Mobile WebGL with optimized performance
•PHP/MySQL backend for prize distribution
•Live telemetry & data-driven balance control
Open case study →
Confidential

Animall — Interactive Mall TV Game (Commercial Event)

UnityC#WebGLPhotonMultiplayer

Mall large-screen multiplayer game — customers scan QR code to join via mobile browser WebGL. Phone serves as controller/status/guide (via Photon), while the mall TV displays the shared game arena. Players customize character appearance (outfits, hair, etc.). WebGL assets carefully compressed and optimized for smooth mobile browser performance.

•Dual-screen: Mall TV + Mobile WebGL controller
•Photon real-time multiplayer sync
•Character customization & mobile WebGL optimization
Open case study →
Harry Potter Kinect Spellcasting Game (Event for MegaBox Shopping Hall, Media Coverage)
Confidential

Harry Potter Kinect Spellcasting Game (Event for MegaBox Shopping Hall, Media Coverage)

UnityC#Kinectv2Particle SystemUI Design

Developed gameplay logic and deployment for a public event game. *Featured in Hong Kong Playful coverage* Screenshot from Hong Kong Playful YouTube coverage. All rights belong to Playful. For demonstration only.

•Kinect gesture spell recognition
•Interactive particle effects
•Public event deployment
Open case study →View project

Pullback Circuit - Japan Unity1week Prototype (Theme: ひく)

UnityC#Gameplay DevWebGLJapan Unity1week Jam

A compact jam prototype exploring “ひく (pull/withdraw).” The core is a pullback ability on cooldown that snaps you back along your path—turning movement into a risk-reward circuit. Focused on feel, readability, and snappy UI/VFX.

•Core loop: advance → mark a route → Pullback to zip back through it
•Route “circuit” grants pickups/damage windows when triggered
•Clear telegraphs, hit-stop and screen shake for impact
•Animated cooldown/UI micro-interactions; short WebGL showcase build + video
Read case study →View project

Memories of the Loop — 2.5D Action RPG (GMTK Game Jam)

UnityC#2.5DGameplay DevGMTK Game Jam

Atmospheric, 2.5D action prototype made for GMTK. A “die → return → grow” loop where each cycle subtly empowers the player and tightens the pacing—built to explore mood, rhythm, and feel.

•Loop design that rewards each death with stronger returns and learned patterns (no traditional XP/levels)
•2D character on 3D sets with depth-aware camera rails and parallax
•Silent-film-inspired presentation using URP Volume grading and light VFX
•Impact feedback: hit stop, time-scale bursts, and camera impulse
Read case study →View project
Voice-Guided AR Learning Game

Voice-Guided AR Learning Game

UnityC#ARUI Design

Developed a prototype AR educational game using Unity AR Foundation, featuring multilingual voice prompts, real-time error feedback, and interactive learning flow. Completed solo to showcase rapid prototyping and user-focused AR design.

•Multilingual voice prompts and feedback
•Speech-driven gameplay flow
•Adaptive UI for mobile AR
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RPG Battle System

UnityC#Gameplay DevVFXShader

Designed a modular RPG combat prototype in Unity, integrating custom combo logic, animation-driven VFX, and real-time shader transitions. Demonstrates fluid gameplay feedback and technical depth in gameplay systems.

•Custom combo and dash logic
•Real-time hit/shader effects
•Modular animation controller
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LowPoly RPG Game

UnityC#Gameplay DevUI DesignParticle System

Created a complete 3D RPG in Unity, with custom quest, combat, and navigation systems, and original low-poly art. Developed all systems from the ground up for a playable.

•Custom quest/mission system
•Modular combat and enemy AI
•Handcrafted UI and mini-map
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Space Ship Game

Space Ship Game

UnityC#Gameplay DevParticle System

Built a 2D arcade-style shooter using Unity, featuring player ship control, dynamic enemy spawning, and custom particle effects. Developed score tracking, enemy AI, and progressive difficulty scaling. Project highlights hands-on practice with Unity’s core systems, visual feedback, and game loop design.

•First Game Project
•Dynamic wave and score system
View project