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WaxHeart

Gameplay Engineer | Unity | C# | Team Project

An atmospheric puzzle-adventure where I contribute gameplay features, animation integration, system refactors, and production bug fixes inside a large shared Unity codebase.

WaxHeart key art

Gameplay engineering on a large, living Unity project.

WaxHeart is a collaborative atmospheric puzzle-adventure developed by a multidisciplinary team. For nearly two years, I have worked as a Gameplay Engineer and feature engineer inside its mature shared Unity/C# codebase, implementing gameplay features, integrating animation and player interactions, diagnosing production bugs, and refactoring older systems when they become brittle. Much of my work sits at the seams between gameplay, physics, animation, VFX, and designer-authored content, so even focused features often require understanding how several existing systems interact before changing them safely.

See the game.

WaxHeart Teaser Trailer 2025 thumbnail
Trailer

WaxHeart | Teaser Trailer 2025

See the current tone, environments, stealth, traversal, and puzzle-adventure direction of WaxHeart.

Watch on YouTube ↗

Systems I’ve built and improved in WaxHeart.

01

Throw Aim System

Implemented a dedicated throw-aim mode that coordinates camera and animator state, visualizes the projected trajectory with spline and particle feedback, validates throw-force data against invalid values, and refines held-object rotation for a clearer and more reliable interaction.

02

Power & Interaction Systems

Refactored the powerline workflow and documented it for level designers, then improved power-source interactions with walk-up insertion behavior and more forgiving interaction tolerances. I also helped align powered-state visuals across conduits, elevator lights, and platform systems.

03

Platforms, Traversal & Animation

Added a configurable parts-only rotation mode for spline-driven platforms so tight turns could preserve a stable player surface while attached visual parts continued to rotate. I also tuned ladder root offsets and transitions to improve hand-to-rung alignment and entry motion.

04

Production Systems & Debugging

Built and refined supporting systems including a designer-facing footstep workflow, reset-safe pickup spawning, and save-aware trigger and animation hookups, while reproducing and fixing gameplay edge cases across interconnected legacy systems.

Development work in WaxHeart.

Built with.

  • Unity
  • C#
  • FMOD
  • Final IK
  • Curvy Splines
  • JetBrains Rider
  • Fork
  • Git / GitHub