Unity / C# / Blender · Team of 4 · March 2026 — present

Raiders of the Lost Artifact

A 3D first-person puzzle/action dungeon explorer, releasing on itch.io. Four-person team on a Git feature-branch workflow. I own gameplay systems: physics-based interactables, puzzle logic, the respawn pipeline, and the boss fight.

First-person gameplay in a dungeon puzzle room

Systems I built

Each system below is written up the same way: what it does, how it's architected, and — where it earned one — a process log documenting a bug from symptom to fix.

Event-driven respawn pipeline

C# events Coroutine sequencing Particle VFX
[TODO: convergence-effect GIF — under 10 seconds]

A respawn pipeline for destructible objects on moving platforms: the broken vase fires a C# event, a spawner runs a timed coroutine that plays a converging particle effect, and the object instantiates at the exact visual convergence moment — derived from the particle kinematics (lifetime = r/s) rather than tuned by hand.

[TODO: your README paragraphs — what it does, and the architecture: vase → OnVaseBroken event → position randomizer re-targets across moving platforms while the spawner sequences effect and spawn. Mention the OnValidate guards and the re-entry flag: reviewed code, not just working code.]

Process log: the 0.6× scale factor

[TODO: your bug story, in your own words. Suggested arc: particles converged at t=1.2s instead of the predicted t=2.0s → computed effective travel distance of 6 units against a configured radius of 10 → recognized 6/10 as a hidden 0.6 scale factor → found the Shape module's Scale set to 0.6 → fixed it and re-derived the timing. Symptom → mechanism → evidence → fix.]

My First Boss Fight!

NPC logic trees Blender modeling & animation
[TODO: boss fight GIF]

Designed and implemented a boss with randomized attack patterns driven by NPC logic trees; modeled and animated the boss from scratch in Blender.

[TODO: expand — how does the logic tree choose attacks? What keeps randomness from feeling unfair? One paragraph on the architecture, one on a design or debugging decision.]

Physics-based interactables & puzzle logic

Rigidbody physics Puzzle state

C# systems for physics-based interactable objects and the puzzle logic that connects them.

[TODO: expand — pick one puzzle and walk through how its pieces communicate. Does it use the same event-driven pattern as the respawn system?]