- CH 01 Room-Scale VR Miaw-VR EngineUnity LanguageC# BuildPrototype Watch ► Systems Built Built a Station-Verifier spine where unscoreable stations refuse to armPainted a RenderTexture canvas with depth-as-pressure, scored on a GPU readbackDrove a deadpan narrator event bus with barge-in and off-script reactions
- CH 02 Dream-Horror Loop Murmur EngineUnity LanguageC# BuildPrototype Watch ► Systems Built Built a module loop that snaps code-built rooms together off-cameraEnforced an off-camera swap law so rooms only change when unobservedInferred fear from behaviour with no visible meter driving the dread
- CH 03 Asymmetric Horror Dead-District EngineUnity LanguageC# BuildPrototype Watch ► Systems Built Built a hold-to-repair loop with Inspector-tunable regressionProgrammed a timing skill-check on System.Action callbacksSpawned randomized objectives gated behind a detection layer
- CH 04 Turn-Based Tactics Crimson-Tactics EngineUnity LanguageC# BuildPlayable Play ► Systems Built Wrote a custom A* pathfinder (Manhattan, no NavMesh)Built a pursuing enemy AI that inherits your move countMade a custom EditorWindow to paint obstacle layouts
- CH 05 Co-op Cooking Miaw-Cooks EngineUnity LanguageC# BuildPlayable Play ► Systems Built Built event-driven input with JSON-saved rebindingDesigned a counter hierarchy behind a carry interfaceProgrammed cooking and game-flow state machines
- CH 06 3D FPS Space-Shooter EngineUnity LanguageC# BuildPlayable Play ► Systems Built Drove weapons from ScriptableObject configs (auto / zoom / ammo)Built hitscan raycast fire with Cinemachine recoil shakeMade a NavMesh chaser and a projectile-firing turret
- CH 07 Endless Runner Royal-Run EngineUnity LanguageC# BuildPlayable Play ► Systems Built Built a chunk-recycling treadmill for endless trackCoupled run speed to world gravity and camera FOVWrote a Pickup base class for coins and apples
- CH 08 On-Rails Shooter Galaxy-Strike EngineUnity LanguageC# BuildPlayable Play ► Systems Built Built an on-rails ship on the New Input SystemAimed lasers at the cursor via ScreenToWorldPointRan levels on Unity Timeline with shader hit flashes
- CH 09 Physics Artillery Cannon-App EngineUnity LanguageC# BuildPlayable Play ► Systems Built Built an abstract Weapon base with aim / fire overridesFired rigidbody cannonballs with OverlapSphere blastsDrove level flow from regex scene discovery
- CH 10 Data-Driven App Museum-App EngineUnity LanguageC# BuildPlayable APK Play ► Systems Built Drove every exhibit from a ScriptableObject assetBuilt the home feed at runtime from that dataPersisted sign-in and ratings with JSON and PlayerPrefs
- CH 11 Performance Sandbox Factory-App EngineUnity LanguageC# BuildPrototype Watch ► Systems Built Built a prewarmed object pool that reuses boxesCached spawner lookups to cut FindObjectOfType costA/B-tested each optimization from Inspector toggles
- CH 12 Physics Rocket Space-Boost EngineUnity LanguageC# BuildPlayable Play ► Systems Built Built Rigidbody rocket thrust and rotation flightProgrammed tag-based crash and landing detectionWrote sine-wave oscillating obstacles
- CH 13 3D Arcade Obstacle-Course EngineUnity LanguageC# BuildPlayable Play ► Systems Built Moved the player with GetAxis and transform.TranslateBuilt spinning and timed-drop obstacle hazardsScored player collisions with a bump counter
- CH 14 Atmospheric Horror Forgotten-Hollow EngineUnreal Engine 5 LanguageC++ BuildPrototype Watch ► Systems Built Built a sanity system that distorts vision over timeBuilt first-person interaction for keys and puzzlesProgrammed AI for the pursuing threat