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Laugh Attack | Unity Game | GGJ Winner

Date

January, 2024

Key Concepts:

Game development under time constraints,
Unity and C# Scripting
Rapid prototyping and iteration
Team Collaboration
Game Design and Player Experience
Competitive Evaluation

LaughAttack is a fast-paced game built in Unity during the 72-hour Global Game Jam (GGJ), where teams are challenged to design, develop, and ship a complete game under extreme time constraints. We had the biggest team of 12 people. 2 Project Managers, 3 Graphic Designers, 2 3D artists, and 3 programmers, one of which were me. None of whom knew each other before the competition.

As a back-end developer and play-tester, I was responsible for implementing much of the game’s core functionality and ensuring system stability throughout development. My contributions included coding player movement, enforcing map boundaries and constraints, implementing ragdoll physics, and building item pickup and usage mechanics. In parallel, I actively play-tested builds to identify bugs, balance issues, and edge cases, helping guide rapid iteration during the jam.

Working collaboratively under a fixed theme and deadline, our team designed, implemented, and refined gameplay systems in real time. The final submission was awarded 1st place at the state level and access to nationals, recognizing both the technical execution and overall game design.

This project emphasized rapid prototyping, teamwork, and decision-making under pressure, while reinforcing the importance of scope control, stability, and polish in short-form game development.

Core Technologies:
Unity, C#, Blender, Git
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