Dead Drop Delivery
Itch.io Page: https://sickk.itch.io/dead-drop-delivery
This was a first-place-winning Unity 3D project for the Lame Jam competition over the course of 4 days. The project was worked on with a team of 4.
Tasks I performed during this project have been:
- Audio Implementation
- Police Siren
- Engine rev/acceleration
- Collisions/crashes
- Auditory cues for pick-ups
- Auditory cues for drop-offs
- Audio Muting / Unmuting with the press of the M key
- The helicopter’s spotlight ability follows the player when they are within range
- Suggesting the name for the game
- Suggestion of specific details like drifting tire treads
- Vigorous testing of the game
- I tested aspects ranging from:
- Using a standard or an orthographic camera
- The bounciness of physics fine-tuning to provide the best gameplay experience
- Positions of the endgame reward, as well as its ease of use
- Various small tweaks and edits to get the best possible experience
- I tested aspects ranging from:
The goals I set for the project were:
- Have Modular Code
- I wanted my code to be developed with as minimal presence in other developers’ code as possible. This was done so we could all work as fast as possible with minimal time spent working out merge conflicts in the repository.
- I was able to make it so my code caused zero merge conflicts through methods like:
- Having the code on separate prefabs in a personal test scene that could be placed in appropriate spots for the final product, and work with zero additional editing
- Use of only public variables and separate triggers
- Have my code be easy to modify with minimal time in the actual code.
- I did this by having the required viewable variables in the inspector under organized headers
Zombie Tag Project
Download: https://drive.google.com/file/d/1j6-062bWur2fiURXJQcbqyO1FX7COuck/view?usp=sharing
This is an unpublished personal project which purpose was so I can learn new skills and refresh old ones.
The new skills I learned were:
- Shader development via Unity’s shader graph for the effect when you enter the house and it cuts through the roof.
- Intro to more complex enemy AI. zombies and healthy units use random amounts of values to move, wait, or chose to wait.
- 3D modeling. I created the houses used in the project
- Texturing. I textured the house model I made for the project.
- UI development
- Player movement controller
- Game managers
- Clean coding practices
- Chase and flee systems for the AI
- Developing sound system
A2 Games and Simulation
- The contact consisted of three “Augmented Reality” experiences:
Trailblazer
- Lead programmer on an “augmented reality” Trailblazer experience with a client that was developed for an Electrifly mural.
- Developed a mini-game that involved playing quick time effect soccer.
- Requested by the Client that, as the game progresses, the ball gets progressively faster and faster. Eventually the speed gets capped, and the game becomes more of a fast-paced endurance test.
Lead Programmer Responsibilities:
- Developed Code for:
- The ball to a position on the screen
- Math that calculates the arc speed of the ball based on the screen distance from the animated mural.
- Created a quick time event to hit the ball back and a scoring system for general game functionality.
2. Vyral X & 3. Full Blast
- Solely responsible for programming the entire experience from animating, placement of several effects in accordance with the original mural’s design and the artist’s requests.
Additional client-requested augmented reality experience projects:
Marijuana Distribution Packing:
- Assumed responsibility for the tasks to program the final phase of the experience:
- Coding using the”Highdeas” augmented reality app, which consumers use to:
- Programmed the app to scan marijuana packaging using an online Michigan State Marijuana distributor database. I
- Utilizing Unity, I coded various animations, VFX tasks, and testing to ensure a good experience for each product.
Alien and UFO Augmented Reality Experience Project:
- Using the model of the Client’s alien model, I programmed:
- A UFO appearing and spawning of the alien
- The tractor beam VFX
- Changes in the color and animation of the UFO and the Alien, by performing QA testing.
Golf Automated Reality Experience:
I programmed:
- The golf obstacle (e.g., fruit, etc that would obstruct the shot) positions and sizes
- The physics and bounce animation of the obstacles
The Ceiling Collapses and Everyone Dies
[Unity: 2019.2.9f1]
- Lead Programmer of thirteen developers team in college we created:
- Three 3 game stages.
- Stage 1: The player gets to populate the dungeon with objects, enemies, and traps. There are three levels: Atlantis, the dungeon, and the village to locate objects.
- Stage 2: Three players try to obtain tall he objects from Stage 1 while being attacked by player 1.
- Stage 3: Player 1 is vulnerable to defeat because all the objects have been collected. Players 2-4 must race out before Player 1 collapses the celing.
- Responsible for conducting Scrum team sessions three times a week.
- Collaborated and assisted in formulating concepts
- Assisted in planning the documentation such as the Game Design Document (GDD) & Project Backlogs with bottlenecks and showstoppers
- Defined the communication plan for the
- Led and mentored programmers in advanced coding principles, and the sound designers on the ‘how to” implement their sounds in the engine and use animations to set up enemy attacks that require timing.
- Polished the various levels and assets.
- Developed the movement script for basic melee-style enemies and player movement, animations for the collapsible ceiling, and audio for specific levels
- Coded to a recent AI release
- Enabled the knight animations that were taught by the Lead Programmers to the team.
- Developed the camera movement during gameplay & testing.
Dino Dash
[Made In Unity]
Dino Dash Game – Endless Runner – Android smartphone casual project
Objective: To obtain a high score in a running game as the momentum increases:
Team Project Responsibilities:
Senior College year, my team consisted of:
- Producer
- Lead Programmer (My Role)
- Visual Artist
- Modeler
- Animator
Games’ Theme:
- Dinosaur-shaped cooking and eating utensils.
- Published on the Google Play Store.
- The game’s goal was to run without hitting obstacles.
- The player’s score is kept in a leaderboard.
Lead Programmer’s Responsibilities:
- Organize and assign tasks to the other team programmers while mentoring them on advanced coding methods.
- Coded the game’s core mechanics.
- Created the game’s scoreboard
- Connected the User Interface (UI)
- Set up smartphone-based controls for character movement.
- Developed the Runner tile spawner that I designed, which prevented the game from overflowing with dump files from spawning and removing objects.
- Tested and debugged the game over multiple iterations,
Carbo Dungeon - VR Puzzle Escape Room
[Made In Unity]
Carbo Dungeon Escape Room VR Game
Objective:
The game consists of three exciting and time-sensitive levels. If you fail to solve and complete each puzzle on time, the player will not proceed to the next room level, and the player’s life will end.
Afterward, the scores would be placed on a scoreboard on the main menu.
Challenges:
Developing algorithms to randomize the puzzles and make them solvable. For example, “Simon Says” and the “Crystal Math” puzzle. Through research and testing.
Lost Planet
[Made In Unity]

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- Designed a three level discovery theme game.
- Developed the majority of the C# program coding.
- Responsible for reviewing and troubleshooting all code.
- Utilizing my C# skills, developed the enemy AI, path finding, enhanced the player’s movement, the character’s health/lives systems , item pickups, power-up effects, level transitions, and exciting level effects such as reversing gravity.
- Rigged the enemy and the player models upon completion by the team’s modelers creations.
- Coded all the skeletons for the models and for executing all the character animationss.
- Functioned as the Lead Artitect and pitched to the team many of ideas and concepts which were incorporated into the game.
- Spearheaded and assumed many roles to successfully meet the project’s timelines tasks to assist the team with the final video game execution (e.g., terrain models with textures, completing the design levels with enemies, item placement and implementation of particles and barriers).