Intel Debrief
To truly understand game architecture, I spent a year stripping Unity down to its core components. I rapidly prototyped and shipped 5 specific mechanical tests: a physics engine (Rocket Boost), Coroutine limits (Galaxy Strike), procedural generation (Royal Run), NavMesh AI (Sharp Shooter), and collision mathematics (Obstacle Dodge).
Technical Implementation
- ▹Advanced C# Coroutines
- ▹Procedural Level Generation
- ▹NavMesh Agent tracking
- ▹ProBuilder prototyping
Project Telemetry
Architecture / Engine
Unity / C#
Deployment Status
Completed
Primary Role
Developer
Release Cycle
2024