Hello, my name is Rittikorn Tangtrongchit, below are some of my past personal projects.

Game Engineer
Rendering Engineer

Night Engine

Opensource 3D Component-based Game Engine

Tool: C/C++, GLSL, Lua
Team Size: 1
My Role: Graphics Programmer
Development Time: (July 2018 – Sep 2018)

Overview: A personal project, where I focused on creating a custom 3D game engine using C/C++, opengl, bullet, imgui (editor).
    • Core system: reflection system, serialization, factory, component-based architecture, message system, archetype system, unit test, file system, resource manager.
    • Graphic: PBR, IBL, HDR, Deferred rendering, shadow map, mesh loading, dir/spot/point light, normal map, postprocessing.
    • Physics Engine: Bullet SDK integration, Colliders, Rigidbody, Collision detection API.

Night Raid

3D Local Multiplayer Action RPG Game

Tool: Unity Engine (C#)
Team Size: 1
My Role: Gameplay Programmer, Game Designer
Development Time: (Jan 2018 – Apr 2018)

Overview: A solo game project, where I worked on a small ARPG game from start to end in Unity Engine.
    • Combat system, Data-driven Character System, Inventory system, AI behaviors.
    • Designed Levels, Character/Movesets, AI behavior, Status, and UX/UI

Trappist Landing

Tool: Unity Engine (C#)
Team Size: 16
My Role: Gameplay Programmer
Development Time: (Oct 2017-Apr 2018)

3D First Person Narrative Driven Exploration Game

Overview: A team project, where I joined the team as a gameplay programmer to create a 3D first-person space exploration game.
• Designed and implemented player-related gameplay system including: custom FPS controller, object interaction, scanning detection.
• Player feedback: breath system, head bob, some UI animations.
• Generic UI Animation script, Reactive-plant behavior.

Sword Arena

Tool: Unity Engine (C#), HLSL
Team Size: 1
My Role: Gameplay Programmer
Development Time: (Aug 2017-Sep 2017)

3D Third Person Action Game

Overview: A solo game project, where I worked on a Wave-based 3rd  Person Action game in Unity Engine.
•  Custom third person controller, Sword buddy system, Data-driven Character system, Enemies AI behaviors.
•  Custom sword shader that display current sword energy (HLSL)
•  UI scripts for health, energy, super gauge, sword dialogue, enemy counter, and timer.

Custom Tower Defense

Tool: Unity Engine (C#)
Team Size: 1
My Role: Gameplay Programmer
Development Time: (Jan 2017-Apr 2017)

3D Tower Defense Game

Overview: A solo game project, where I worked on a 3D tower defense game.
•  Grid-base map system that handles unit, tower placement, and A* pathfinding, gameplay rules.
•  UI scripts for handling shop screen, build/sell, speed up/down.

Cross Counter Tactics

Tool: Unity Engine (C#)
Team Size: 5
My Role: Gameplay Programmer/Designer
Development Time: (Jan 2017-Apr 2017)

2.5D turn-based strategy game

Overview: A team project, where I worked on a 2.5D turn-based strategy game.
• Grid-base map system, A* pathfinding, Character Selection, Unit actions, Camera system, gameplay rules.
• In-game map editor: modifiable height, texture painting, map size, random generation, save/load to JSON file.
• UX/UI and unit balancing for the game.

The Legend Of Mustache

Tool: Custom Engine (C++)
Team Size: 7
My Role: Gameplay Programmer
Development Time: (Jan 2016-May 2016)

2D Top-down Shooting Game

Overview: A team project, where I worked on a 2D top-down shooter game using C++ custom engine.
• Character movement, shooting, pushing box mechanic, in-game items, weapons pickup, AI behaviors.
• Grid-based frustum culling, map loading from custom file format.

One Bald Man

Tool: Custom Engine (C)
Team Size: 3
My Role: Gameplay Programmer
Development Time: (Oct 2015-Dec 2015)

2D Shooting Platformer Game

Overview: A team project, where I worked on a 2D shooter game using C custom engine.
• Character movement, shooting, bullet instances mechanic, and UI.
• AI behaviors, and procedural generation map.