Captain Lazerhawk: The G.A.M.E
I initially joined Captain Lazerhawk: The G.A.M.E as a UI Programmer, where I was responsible for developing and implementing multiple in-game interfaces, including the Battle Pass, Tournament UI, Game Mode Selection Screen, Locker, Mailbox, Shop UI, and more. The project followed an MVC (Model-View-Controller) architecture, with game data dynamically populated from JSON files. I owned full feature development, transforming detailed design documents into functional, polished UIs, while integrating art assets, animations, and VFX to match the creative vision.
After a year of contributing to UI systems and consistently meeting objectives, I transitioned to Gameplay Programming. My first major assignment was designing and implementing a full new game mode for a limited-time event, built using ECS (Entity-Component-System) architecture. In this mode, players collect tags from defeated opponents and upload them to terminals to accumulate points, with gameplay and scoring fully tracked through the ECS framework. The mode emphasized both performance and scalability in a fast-paced multiplayer environment.
Despite nearly two years of development and iterative improvements, the project was ultimately discontinued.