Hi! I am YYako an experienced Unity game developer focused on coding gameplay systems on professional work and being a generalist on my own projects.
in this page you'll find projects all projects that I have worked, I hope you enjoy them!
(Everything that you see on my personal projects is made by me, including the art assets and every sound)
Worked since the end of october 2024 on this project, started as a programmer then got assigned responsability of leading the development of the Unity game using C#.
Designed and implemented player mechanics, input handling, AI behaviors, camera systems, and combat features.
Oversaw a team of programmers, managed task assignments, and ensured adherence to coding standards.
Collaborated with designers and artists to translate gameplay vision into functional systems.
Optimized performance through profiling, debugging, and memory management.
What I've learned:
Leading a team and improving comunication between all parts
Improved my code structure and design patterns knowledge
How to use git on another level, dealing with conflics not present in tiny projects
Planning weekly build deliveries integrating the whole work of the team
Improved my problem-solving skills
Coding: Terrain Generation - Save System with JSON - World map and minimap system - Optimization techniques
Shaders: Implemented basic fog of war and grid system using GPU instancing and custom shader functions
Hired as gameplay & system programmer. My task was to deliver a vertical slice of the game on a scrict deadline.
Started on September 2024. The game is a 3D action RPG with a focus on combat and exploration.
What I've learned:
Working with an already existing large codebase to integrate my systems
Combat system - Weapon Manager
3D Workflow
Targetting system (Being able to lock the camera onto an enemy and switching between them)
Working with Plastic SCM (now called Unity Version Control)
Improved my understanding of the Unity Engine, avoiding common pitfals and rewritting systems when necessary (i.e moving into a custom approach of physics system but still using Unity as a base)
Tools used: Plastic SCM - Unity 5 - Rider - Clockify - Time Doctor - Quantum Console Package
Personal Projects
Rift Saviours
Rift saviours is an action roguelite in which defend yourself with swords against endless hordes of enemies in an arena with a wave based progression system
What I've learned:
Scoping a project
Melee combat programming
Crafting & store system
Procedural level generation
A* PathFinding
Unity's new input system
Optimizing a game and good practices
Shaders basics
Publishing a game on steam by myself
So much more!
Airplane 2042
An homage to one of my favourite arcade games, 1942