This page brings together a variety of small projects and experiments where I focused on direct implementation inside Unity.
From UI components and animation systems to shaders and interactive materials, each study represents my approach to bridging design and technical execution — making sure ideas don’t just stay on Figma, but actually come to life in-engine.
Turn Based Combat Project
Studying UI implementation, shaders, and animation in Unity
This early-stage project started as a way to practice UI implementation, game art, character/UI animation, and the creation of shaders and materials directly in Unity.
Even though it’s still in its early development, I’ve already built a scalable and polished foundation — from turn-based combat and inventory management systems to flexible UI structures.
This section includes videos showcasing the setup and application of shaders and materials, as well as animation work for both characters and interfaces, reflecting my focus on making technical experiments feel production-ready.
Mercadola
Building a personal playground to study Unity systems and game design
Mercadola started as a collaborative study project with two friends, created as a way for us to explore and improve our skills in Unity, game art, audio design, animation, and interaction systems.
The prototype features a small city where the player controls a character that can move around, interact with NPCs, and trigger object-based events — like walking past an automatic door that opens, or turning on a radio. It includes core systems such as movement, dialogue, and interaction, serving both as a learning platform and as the early foundation for what could grow into a full game.
Excalibeats
Designing and implementing a swipe-based rhythm prototype in Unity
A mobile rhythm game prototype inspired by Guitar Hero, but instead of tapping buttons, players perform swipes in four directions to hit the notes.
I worked on the UI/UX design, gameplay interface, and implementation in Unity, making sure the swipe mechanics felt responsive and intuitive. I also developed the visual feedback and animations that enhance the rhythm-based experience, creating a prototype that feels both playful and challenging.
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