Rainbound
Rainbound is a cinematic 2D-platformer that me and six of my fellow students started developing in the summer of 2024.
Steam: Rainbound
Keywords: Unity, C#, Tools, Procedural animations, Cinemachine, Particle systems, Splines, Profiling, Optimizing
ECS consultant on Sonity
My task was to make their tool Sonity able to be used in Uniy's ECS framework
Keywords: Unity, C#, ECS, Burst Compiling, Profiling, Optimizing, Multi threading, Tools
Sonity: Sonigon/Sonity
Other Work
Multi threading of Path finding
Tried multi threading and burst compiling dijkstra's pathfinding algorithm and then testing it by tasking agents to move from the bottom of the map to the top. I tested both how the size of the map and many agents affected the performance.
Keywords: Burst Compiling, Profiling, Optimizing, Multi threading
Disco Demolition Knight
A vampire survivor esc game that is music themed, where you get swarmed by hordes of enemies. I was responsible for the logic behind the enemies and had to focus on making them performant.
Keywords: Boids, Profiling, Object pooling
Othello simulator
Made a simple Othello game where you play against an AI opponent. The opponent uses Minimax to find the optimal move, you as the player can adjust the difficulty by adjusting its search depth.
Keywords: AI