Unity Game Development

This is few of my best Protofolio

Battle of Satria Dewa

Key Contributions & Technical Implementations:

  • Deterministic Multiplayer Architecture: Engineered the core multiplayer gameplay using Photon Quantum, ensuring high-performance, lag-free synchronization through a deterministic state-machine approach.

  • Gameplay Systems Engineering: Designed and implemented diverse gameplay modules, including capture point logic, pickable item systems, and destructible environment objects to enhance tactical depth.

  • Character & Combat Mechanics: Programmed unique skillsets, movement physics, and attack patterns for individual characters, precisely synchronizing hitbox frames with artist-driven animations.

  • Backend & Cloud Integration: Architected the player cloud data system using Microsoft Playfab for secure account management and progress persistence.

  • Matchmaking & Networking: Developed the matchmaking and lobby flow utilizing Photon Unity Network (PUN) to manage player connections and session transitions.

  • Data-Driven Analytics: Integrated Firebase Analytics to track player behavior and system performance, fulfilling specific client requirements for product monitoring.

  • Dynamic Spawn & Tutorial Systems: Built a scalable unit/item spawning framework and a comprehensive tutorial system to guide new users through complex game mechanics.

  • Optimization & Technical Stability: Conducted rigorous bug fixing and performance profiling to ensure a stable production release on mobile platforms.

10K+

Downloads

My Role: Game Programmer

early access / beta

Unity Engine

Nusa Tactic

Key Contributions & Technical Implementations:

  • Deterministic 8-Player Architecture: Engineered a highly stable, deterministic 8-player multiplayer simulation using Photon Quantum, ensuring absolute state synchronization and zero-desync gameplay across live network clients.

  • Autochess Gameplay Loop Engineering: Programmed the complete phase-driven gameplay engine, handling seamless runtime transitions between state-dependent Preparation Turns (unit purchasing, board positioning, dynamic tier upgrades, and item-equipping) and automated Battle Phases (real-time PvP or PvE minion combat loops).

  • Character & Combat Mechanics: Programmed unique skillsets, and attack patterns for individual characters, precisely synchronizing hit frames with artist-driven animations.

  • Dynamic Synergy & Fusion Systems: Implemented a scalable, data-driven system to track multi-attribute Synergy Tags, instantly applying active stat bonuses when thresholds are met. Developed precise pairing logic enabling specific unit combinations to fuse into unique, higher-tier entities.

  • Matchmaking & Networking: Developed the matchmaking and lobby flow utilizing Photon Unity Network (PUN) to manage player connections and session transitions.

  • Modular Codebase & Cross-Project Architecture: Structured core features into highly isolated, modular components managed via Git sub-branches, allowing other internal development teams to seamlessly reuse and integrate these systems into different active projects.

  • Asset Pipeline & Build Size Optimization: Spearheaded asset compilation, compression, and build-stripping workflows to maximize storage efficiency, drastically reducing the final package size for mobile store compliance without degrading visual fidelity.

  • Performance Profiling & Deep Debugging: Conducted extensive runtime profiling using the Unity Profiler to systematically diagnose CPU spikes and memory leaks, optimizing logic execution and frame-rate delivery for low-performance mobile devices.

  • Optimization & Technical Stability: Conducted rigorous bug fixing and performance profiling to ensure a stable production release on mobile platforms.

My Role: Game Programmer

early access / beta

Unity Engine

Final Girl : Witchcraft

Key Contributions & Technical Implementations:

  • End-to-End Full-Cycle Development: Served as the sole programmer, responsible for the entire technical execution of the project—from initial architecture and core gameplay to final deployment and store integration.

  • Asymmetric AI & Gameplay Logic: Engineered an asymmetric 1-vs-5 survival mechanic, developing complex AI behaviors for survivors (hiding/running) and the killer (tracking/eliminating) to ensure a challenging single-player experience.

  • Progressive Hiding Mechanics: Developed a risk-reward hiding system featuring a "noise-decay" algorithm, where prolonged hiding increases detection risk, adding tactical depth to the hypercasual gameplay loop.

  • Hypercasual Input Optimization: Designed a streamlined "One-Touch" control scheme, mapping fluid character movement to a single analog input and contextual interactions (hiding/destroying) to a single action button.

  • Monetization & Economy Integration: Implemented a robust revenue model by integrating In-App Purchases (IAP) and Mobile Ad SDKs, balancing player progression with commercial sustainability.

  • Backend & Authentication: Integrated Google Login and Microsoft Playfab to manage secure user authentication, cloud-save persistence, and player data tracking.

  • Asset Pipeline & UI/UX Implementation: Efficiently managed the technical integration of 3D environments, character models, and 2D UI/UX assets, ensuring high performance and visual fidelity on mobile devices.

  • Technical Stability & Bug Management: Managed all quality assurance processes, identifying and resolving critical bugs to maintain a seamless user experience across various hardware specifications.

500+

Downloads

My Role: Game Programmer

Release

Unity Engine

Tower Hop: Bounce and Escape

Key Contributions & Technical Implementations:

  • Full-Stack Solo Development: Managed the entire technical project lifecycle, encompassing initial architecture, gameplay mechanics, third-party SDK integration, and final store publishing.

  • Dynamic Movement & Logic Engines: Engineered the core character controller for the "slime" entity, featuring procedural movement direction-switching upon collision and a responsive jumping physics system for vertical platforming.

  • Progressive Gameplay Loop: Developed an infinite-climbing mechanic that increases in difficulty, balanced by a reward-based economy where players collect in-game currency to unlock character customizations.

  • Monetization & Ad-Tech Infrastructure: Successfully implemented a hybrid monetization model, balancing user experience with revenue generation through In-App Purchases (IAP) and Rewarded/Interstitial Ad SDKs.

  • Cloud & User Persistence: Architected the player progression system using Microsoft Playfab and Google Login, ensuring secure data synchronization, cloud saves, and inventory management for purchased assets.

  • UI/UX & Asset Integration Pipeline: Orchestrated the seamless implementation of high-fidelity 3D assets and 2D UI/UX elements, focusing on performance-conscious asset loading to ensure smooth frame rates on low-end mobile devices.

  • Game Balancing & Optimization: Conducted systematic playtesting and data-driven fine-tuning of game difficulty to optimize user retention, implementing bug-fixing cycles to maintain cross-device stability.

My Role: Game Programmer

Release

Unity Engine

ASAP (As Sane As Possible)

Key Contributions & Technical Implementations:

  • Rapid Prototyping under Competitive Constraints: Engineered a turn-based corporate management simulation prototype in Unity within a strict 7-day sprint for a highly competitive recruitment shortlist.

  • Advanced Gameplay Systems Modeling: Designed and programmed the core "Team Sanity" mechanic, which models real-world leadership challenges by requiring players to balance aggressive revenue targets with employee burnout and sustainable productivity.

  • Modular Software Architecture: Architected a highly flexible C# framework utilizing ScriptableObjects to handle dynamic task delegation, custom attributes, and multi-attribute skill-matching systems.

  • Turn-Based Engine & Input Mechanics: Developed a fully operational turn-based core loop (operating across Morning, Afternoon, and Evening cycles) integrated with intuitive drag-and-drop assignment mechanics and interactive UI event systems.

  • Dynamic Leadership Feedback System: Programmed an analytical feedback engine that evaluates player choices in real-time, explicitly detailing how their delegation styles reflect strategic empathy and talent mapping.

My Role: Game Developer

Prototype

Unity Engine

Math Advance

Math Advance is an Educational game to help student understand, train, and learn mathematics.

Currently there are five mini games here, with different course and gameplay. Daily task will be given every day in order to invite students to play every day. Students can choose which mini game they want to play in order to learn a certain course. Each game that they finished will reward the student with points, which will be ranked online in leaderboard. Also a certain achievement will be given after the player manages to achieve a certain condition in mini games. Players can also add their school mate as friend in game in order to look at each other progress.

My Role: Game Developer

Demo

Unity Engine

Experience

Game Programmer

Gen5AM

February 2024 – February 2026

  • Leading the engineering of gameplay systems for an upcoming multiplayer title, ensuring smooth integration of Photon Unity Network.

  • Optimized network communication and game logic, reducing synchronization delays.

  • Implementing continuous updates and new gameplay features, contributing to improved player engagement and positive early user feedback.

  • Partnering with cross-functional teams to align technical development with creative vision and business goals.

Game Programmer

Semisoft

March 2020 – February 2024

  • Designed and implemented core gameplay systems for a real-time multiplayer game, improving performance and stability across diverse platforms.

  • Integrated Photon Unity Network to support seamless online multiplayer, enabling most concurrent players with minimal latency.

  • Developed and released regular game updates, introducing new features and resolving critical bugs, which increased player retention.

  • Collaborated closely with designers and QA to deliver engaging gameplay experiences under tight deadlines.

Layanan Kami

Solusi pengembangan game dengan fokus pada Unity, multiplayer, dan performa optimal.

Pengembangan Unity

Membangun game menggunakan Unity dengan kode yang efisien dan gameplay yang menarik.

A developer coding a Unity game interface on a modern computer setup.
A developer coding a Unity game interface on a modern computer setup.
Sistem Multiplayer

Mendesain dan mengimplementasikan sistem multiplayer yang stabil dan responsif.

Players connected in a seamless multiplayer game environment with dynamic interactions.
Players connected in a seamless multiplayer game environment with dynamic interactions.

Proyek Game

Kumpulan karya Unity dengan multiplayer dan optimasi.

Screenshot of a multiplayer battle arena game developed in Unity with vibrant characters.
Screenshot of a multiplayer battle arena game developed in Unity with vibrant characters.
Arena Clash

Game multiplayer cepat dengan kontrol responsif.

Visual of a futuristic puzzle game interface optimized for smooth performance.
Visual of a futuristic puzzle game interface optimized for smooth performance.
Puzzle Flux

Tantangan otak dengan grafis ringan dan halus.

Concept art of a sci-fi exploration game featuring detailed environments.
Concept art of a sci-fi exploration game featuring detailed environments.
User interface design showcasing seamless multiplayer matchmaking system.
User interface design showcasing seamless multiplayer matchmaking system.
Star Quest

Petualangan luar angkasa dengan gameplay lancar.

NetPlay

Sistem multiplayer stabil dan mudah digunakan.

Contact

Contact me for collab or question.

Email

Phone

jyotis.sugata00@gmail.com

+6281908893388

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