In Development
Holy Blade: Secrets of the Lunar Far Side
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.
Make It Till Monday
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.
Deep Sea Roman
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.
Candy Catcher — Interactive Mall Game (Commercial Event)
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.
Animall — Interactive Mall TV Game (Commercial Event)
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.

Harry Potter Kinect Spellcasting Game (Event for MegaBox Shopping Hall, Media Coverage)
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.
Pullback Circuit - Japan Unity1week Prototype (Theme: ひく)
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.
Memories of the Loop — 2.5D Action RPG (GMTK 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.

Voice-Guided AR Learning Game
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.
RPG Battle System
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.
LowPoly RPG Game
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.

Space Ship Game
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.

