A whimsical 3D on-rails collection game. You play as Melon, a hamster racing through snack-filled venues on her toy ice-cream maker — fast-paced, colorful, deliciously chaotic.

Status — Ongoing
Type — USC Advanced Game Project, 40+ team
Duration — ~6 months
Stack — Unity (C#), Perforce
Role — Engineer
A camera management layer with switchable transition behaviors so designers can pick the right cut or follow on a per-section basis. Tuned to give the character movement real tactile weight — the camera does as much work as the controller.
A persistent-singleton UI manager that owns menus, HUDs, and pop-ups across scenes — plus a dynamic joystick for mobile that gives players intuitive, responsive input from the first frame.
Shipped 4+ designer-friendly editor tools that streamlined level design and asset management directly inside Unity, so authoring stayed close to the engine.
Stood up Quantum Console for in-game commands, state inspection, and live troubleshooting. Tracked down memory leaks and shader regressions and shipped fixes to keep the build healthy across a fast-moving team.
Acceleration that scales with the mix-ins the player has collected — the more you gather, the faster you go, which feeds back into the strategy of routing through a level. On the engineering side, optimized movement and manager scripts to eliminate stale references and redundant instances, and migrated the surrounding logic onto an event-driven architecture for modularity.