Personal Projects
Implementing input for rhythm-combat games using Unity and C#
Walk with me as I breakdown the interaction and combat design of one of my favourite games - Patapon - a cult classic rhythm-combat game on the Playstation Portable (and eventually Playstation 4) to recreate the entire core gameplay interaction system in Unity while showing technical ways of tackling input latency and input arrays which can make or break precision-based combat in rhythm and fighting games.
Responsive 3D UI in Unreal Engine 5.7 using Blueprints - Inspired by Helldivers 2
Inspired by bold comic book art styles like Brawlstars, I built a UI component in Unreal Engine to treat 3D skeletal meshes as responsive 2D UI components. By leveraging Scene Capture 2D and custom Material Brushes, I created a UI system that honors standard 2D anchor and scaling rules while maintaining a live, interactive 3D preview—essential for character customization and loadout systems. Also utilised Unreal Engine's Enhanced Input system to implement multi platform interaction support for gamepads and keyboards.
Interaction design for immersion in video games
Read this deconstruction piece on interaction design and camera behaviour that immerses us in video games. This deconstruction primarily looks at 2018's Spider-Man game.
Interaction design for immersion in video games: Part 2 - building a prototype
I talk a lot of about how interactions and animations can make a big difference about how a game feels, but in this video I walk the talk and explore it hands on. Go through with me on how I deconstruct interactions, analyse "game feel" and "game juice" to make my own interpration on how it would feel to be a jedi in Unity using C#.
You can read more essays and deconstruction on UX design for games on my Medium and see more of my prototypes on my Youtube