Move, Move, Melon!! is a whimsical on-rails runner developed under USC's Advanced Games Project. In this 40+ member AGP team, I contributed as a gameplay programmer shipping various game features and designer-friendly tools. 

Move, Move, Melon!! is a whimsical on-rails runner developed under USC's Advanced Games Project. In this 40+ member AGP team, I contributed as a gameplay programmer shipping various game features and designer-friendly tools. 

About the Project

I partnered  with level designers and created the Mix-In Editor. This tool is built using Unity's IMGUI framework.
This intuitive tool can paint, edit, and bake Mix-ins without having to touch any GameObjects manually. This tool has led in increase productivity in all level iterations speed by about 250%.

I partnered  with level designers and created the Mix-In Editor. This tool is built using Unity's IMGUI framework.
This intuitive tool can paint, edit, and bake Mix-ins without having to touch any GameObjects manually. This tool has led in increase productivity in all level iterations speed by about 250%.

One of Move-Move-Melon's primary mechanic is this simple but addicting mechanic of collecting Mix-ins. However, it was difficult to iterate fast on the level designs as placing mix-ins wasn't intuitive at all. Designers had to manually add new gameObjects, dragging the prefab and adjusting the position manually.

One of Move-Move-Melon's primary mechanic is this simple but addicting mechanic of collecting Mix-ins. However, it was difficult to iterate fast on the level designs as placing mix-ins wasn't intuitive at all. Designers had to manually add new gameObjects, dragging the prefab and adjusting the position manually.

Other than mix-ins, I also expanded the editor as a hub for all designer tools, adding checkpoint painter and level settings editor as well. I overall shipped about 4 designer-friendly editor tools that streamlined level design and asset management.

Other than mix-ins, I also expanded the editor as a hub for all designer tools, adding checkpoint painter and level settings editor as well. I overall shipped about 4 designer-friendly editor tools that streamlined level design and asset management.

Challenges

Challenges

Solution: Mix-in Editor

Solution: Mix-in Editor

save time, easy to use, easy to learn (everyone was using), friendly with terrain

Jaehyuk Choi (Level Designer)

save time, easy to use, easy to learn (everyone was using), friendly with terrain

Jaehyuk Choi (Level Designer)

UI manager & joystick: I worked on 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 that naturally follows the thumb.

Debugging: Integrated 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.

Player: I also worked on improving player feel: Acceleration that scales with the mix-ins the player has collected. On the engineering side, I also optimized movement and manager scripts to eliminate stale references and redundant instances, and migrated the surrounding logic onto an event-driven architecture for modularity.

UI manager & joystick: I worked on 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 that naturally follows the thumb.

Debugging: Integrated 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.

Player: I also worked on improving player feel: Acceleration that scales with the mix-ins the player has collected. On the engineering side, I also optimized movement and manager scripts to eliminate stale references and redundant instances, and migrated the surrounding logic onto an event-driven architecture for modularity.

Other Contributions

Other Contributions