Rapid gameplay prototypes, alt-control experiments, and production games —
all built in Unity with C#. Ranging from 2-week serious games to Indiecade nominees.
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University of Utah • 2024–2025 • Indiecade Nominee
Rockin Derby
My Contributions
Hardware, UI, Bluetooth, Gameplay
Click to expand
My Contributions
Hardware Engineer
Designed and built the rocking horse controller with integrated input sensors.
Bluetooth Integration
Implemented Bluetooth communication between physical controller and game engine.
UI Implementation & Gameplay
Developed UI systems and core gameplay loop for kart racing mechanics.
An alt-control kart racing game for up to 4 players. With an initial pitch of using a rocking
horse as a control, we combined several elements from kart racing — items, tracks,
and opponents — to create a race where you move by rocking a horse and steer by
rotating its head, and slapping the button on the rear to use items. I built the hardware interface,
handled Bluetooth communication between the physical controller and the game engine, and implemented the UI and core
gameplay loop. Nominated at Indiecade and showcased at the University Launch Event.
Programmed NPC merchant behavior and customer AI systems.
Gameplay Flow & Front-End Logic
Designed and implemented core game flow and user interaction systems.
UI Implementation & Level Design
Built UI interfaces and designed level layouts for store management gameplay.
A serious game developed in 2 weeks. You are a store owner who manages the flow
and traffic of customers through your store. The goal: help as many customers as
you can before they grow impatient and lower your store’s rating. The themes
are meant to provoke a sense of stress and anxiety of operating a popular business. I built
the customer AI, programmed the game’s core flow and front-end logic,
implemented all UI, and designed the level layout.
Gameplay programming, level design, and AI for enemy foes.
RogueMan
Enemy (Ghost) AI behavior systems and level layout design.
Two retro arcade games rebuilt with unique mechanical twists.
In Jurassic Jump, we took Frogger and added a tag mechanic — you navigate
the map collecting all the acorns in each level before moving on.
In RogueMan, we fused Pac-Man with the classic roguelike Rogue. You navigate
the map like Pac-Man, avoiding ghosts, but must traverse a fog-of-war to locate all the
fruit and unlock the exit. My first Unity project.