Games

These are some of the commercially released projects that I’ve worked on.

Some of my old projects/gamejam games are in neonpotion.itch.io


Atlas Rogues (2021)

I was a Unity engineer for Atlas Rogues. I was responsible for UI integration, Tools development, and General programming. It was in this project that I was able to flex my tools development skills. I made integration tools for artists and designers. I also had to learn the existing UI system. This project already had an extensive codebase when I was onboarded which was a challenge in itself. Nevertheless, I’ve only had good feedback from the team I was working with and it is a fun project to work on.

While UI was my main responsibility, I went the extra mile by providing authoring tools for the artists and designers. An example of this was the character framing tool for the character select screen. With the tool, artists were able to change the framing of the character previews during character selection and skin selection. This gave the art team, which didn’t have a lot of technical background for unity, authorship with how the characters are displayed. Another example would be the LUA scripting support for the game’s existing token system. It allowed the game to show context-based texts that are generated from a game designer’s script. I gave the designers a lot of control with whatever they want to display on the screen.


Murasaki7- Anime Puzzle RPG (2020)

I worked as a Unity Engineer for Murasaki7. I was responsible for the UI integration, 3D character integration, Art tools development, Localization, and General Programming. A major part of my responsibilities for the UI integration was making sure both new and existing UI would still work as intended across different screen resolutions.

While UI was my main responsibility, I went the extra mile by providing authoring tools for the artists and designers. An example of this was the character framing tool for the character select screen. My biggest achievement for this project was providing the VFX/Technical art team the tools they need to author new enemy 3D model variants. It reduced the amount of back and forth between the dev team and the tech art team which saved the team a lot of time.


Heroes of Land, Air and Sea Aid (2019)

I was the sole engineer for the companion app for the board game “Heroes of Land, Air and Sea”. It was made with Unity and I was responsible for the engineering, asset integration, and animations.

I made a UI management system for this project as well as a text feed system for the articles. The text feed system saved the team a lot of time by having the text content be updated from a remote server instead of manually building another binary every time there’s a content update for internal builds.

The app is reviewing well. We had a very short timeline for this project (2 months) and we managed to create something that works well and fancy.


Jelly Jamboree(2017)

I was the sole engineer for Jelly Jamboree. It is a match-3 e-sports title for iOS. It was made with Unity and I was responsible for the engineering, asset integration, VFX, and animations.

Part of my achievements for this project is that I was able to make it look juicy and fun from the limited amount of assets by supplementing it with a lot of animations and VFX.

I wrote the match-3 mechanic from scratch. Some of the UI elements also have custom shaders for their VFX. A big part of this project was the integration of the client’s e-sports matchmaking SDK.


Oy! Oy! The Oyayi Game Show (2017)

I was the sole engineer for this quiz game. It’s a companion game for a kids’ TV show of the same name that was aired in the Philippines. I was responsible for the engineering, VFX, and animation.

The biggest achievement for this project is that I made a system to fetch question packs from a remote server. That made it easier to give the app additional content without having to create a build.


Little Live Pets (2016)

This was my first commercially shipped game. I was responsible for parts of the UI as well as most of the minigames. I also worked on the AR related features. This game was release on both android and iOS.

My biggest achievement for this project is that I was able to make performant minigames even though it’s asset heavy for a mobile game.

While it was still live on the playstore/appstore, it managed to garner 1 million+ downloads.