C#
Gameplay systems
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Game Developer
I build polished gameplay systems, responsive player mechanics, AI behaviors, physics interactions, multiplayer features, and complete playable prototypes across Unity and Unreal Engine.
Inventory
Gameplay systems
Unreal gameplay
Programming
Engine workflow
Gameplay prototypes
Multiplayer
UI planning
Projects
This is some of the systems that I have built.
This is gameplay prototype focused on fluid parkour movement, featuring fast traversal mechanics, responsive controls, and smooth full-body animations. The system includes climbing, jumping, vaulting, and interactive environmental objects, designed to create dynamic and immersive movement gameplay..
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A multiplayer system built using Photon services, featuring room creation and joining with fully isolated game environments. It implements a custom multiplier logic system backed by structured database management to handle player data and session states. Each room runs independently,ensuring secure and synchronized gameplay between connected players with real-time networking support.
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Item collection, storage, selection, and UI feedback designed for clean gameplay readability.
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An enemy AI system built in Unity using NavMesh pathfinding, designed for intelligent and adaptive behavior. The AI can detect and chase the player efficiently, even through complex environments like mazes. It dynamically navigates around obstacles and uneven terrain without breaking pathfinding. When the player is unreachable, the AI seamlessly switches back to patrol mode, ensuring smooth and realistic behavior throughout gameplay.
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This is Cub3D is a 3D raycasting project written in C using the MiniLibX (MLX) graphics library. It recreates a first-person view from a 2D map by casting rays and rendering walls in real time, similar to classic games like Wolfenstein 3D.The project includes smooth movement, camera rotation, and textured walls, all built from scratch without external game engines.
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A highly optimized mobile tank game built in Unity featuring procedural terrain generation using the Marching Squares algorithm. The terrain is dynamically generated and updated in real time, creating unique and responsive battlefields in every match. Designed with heavy focus on performance, the game runs smoothly on mobile devices while maintaining complex real-time terrain systems.
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