My Contributions
Throughout the development of Slippin Away, I served as the primary
Gameplay Programmer, focusing on core mechanics,
puzzle systems, performance optimization, and
mobile‑ready development in Unity. My work centered on
building reliable gameplay systems, refining the feel of the
character controller, and ensuring the project shipped with polished,
stable gameplay. Below is a breakdown of my key contributions by area.
Core Gameplay Systems
- Implemented the foundational Player Controller including launching, sticking, and collision logic tailored for mobile gameplay.
- Developed the core Drag‑and‑Launch Mechanic that defines the game’s movement identity.
- Created early Sticking Mechanics allowing the slime to attach to surfaces and navigate complex level geometry.
- Refined movement physics, responsiveness, and animation feedback to improve player feel.
Puzzle & Interaction Systems
- Designed and implemented the rotating pipe Puzzle System including origins, endpoints, and rotatable pieces.
- Built a reusable Pipe Rotation Script to simplify iteration and ensure consistent puzzle behavior.
- Expanded the cable‑bending Puzzle Mechanic with multi‑bend logic, collision handling, and retracting behavior.
- Utilized Unity’s Line Renderer to create dynamic, readable cable paths that respond to player input.
Performance Optimization & Level Polish
- Identified major performance issues caused by overly complex level layouts and excessive game objects.
- Reduced level object counts (from ~1800 objects) by standardizing measurements and cleaning up scene structure.
- Collaborated with designers to ensure level design remained performant without sacrificing gameplay clarity.
- Improved runtime performance across mobile devices through targeted cleanup and optimization.
Camera & Supporting Systems
- Implemented the core Camera System to follow the player smoothly through levels.
- Prototyped a custom Camera Controller before transitioning to Unity’s Cinemachine for polished movement.
- Configured a 2D‑style camera within a 3D environment by locking axes and tuning follow behavior.
- Polished early mechanics to ensure consistent player experience across sprints.
Internal Tools & Project Support
- Set up the project’s GitHub Repository and onboarded the team into a shared workflow.
- Established the initial Unity Project structure to support collaborative game development.
- Created reusable scripts and components to streamline iteration during production.
- Improved inspector organization and cleaned redundant scripts to reduce confusion for designers.
Debugging & Playtest Support
- Tracked down and resolved major gameplay bugs including corner‑locking, collision issues, and inconsistent movement.
- Refactored collision detection to prevent soft‑locks and improve platforming reliability.
- Added early animation hooks to improve gameplay readability and player feedback.
- Supported team playtests by diagnosing issues and iterating quickly on gameplay systems.