![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/Gameplay04.jpg?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/Gameplay07.jpg?ssl=1)
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/Gameplay10.jpg?ssl=1)
![](https://i2.wp.com/rittikorn.com/wp-content/uploads/2020/02/Gameplay01.jpg?ssl=1)
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/Gameplay02.jpg?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/Gameplay03.jpg?ssl=1)
![](https://i2.wp.com/rittikorn.com/wp-content/uploads/2020/02/NightRaid_AI_SimpleChaserAI.gif?ssl=1)
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/NightRaid_Weapons.gif?ssl=1)
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/NightRaid_Pickup_Pickable.gif?ssl=1)
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/NightRaid_Pickup_Equipment.gif?ssl=1)
![](https://i2.wp.com/rittikorn.com/wp-content/uploads/2020/02/NightRaid_GuardRoll.gif?ssl=1)
![](https://i2.wp.com/rittikorn.com/wp-content/uploads/2020/02/NightRaid_Combos.gif?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/NightRaid_AI_SmartLookingAI_2.gif?ssl=1)
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/NightRaid_AI_SmartLookingAI.gif?ssl=1)
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/NightRaid_AI_SimpleJumperAI.gif?ssl=1)
Night Raid
3D Local Multiplayer Action RPG Game
Tool: Unity Engine (C#)
Team Size: 1
My Role: Gameplay Programmer, Game Designer
Development Time: 4 Months (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
![](https://i2.wp.com/rittikorn.com/wp-content/uploads/2020/02/TrappistLanding_Gameplay05.jpg?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/TrappistLandingCover.jpg?ssl=1)
![](https://i2.wp.com/rittikorn.com/wp-content/uploads/2020/02/TrappistLanding_PlayerControllerProfile.png?ssl=1)
![](https://i2.wp.com/rittikorn.com/wp-content/uploads/2020/02/trappist2.gif?ssl=1)
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/TrappistLanding_Touch.gif?ssl=1)
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/TrappistLanding_UIAnim.gif?ssl=1)
![](https://i2.wp.com/rittikorn.com/wp-content/uploads/2020/02/TrappistLanding_Gameplay04.jpg?ssl=1)
Trappist Landing
3D First Person Narrative Driven Exploration Game
Tool: Unity Engine (C#)
Team Size: 16
My Role: Gameplay Programmer
Development Time: 8 Months (Oct 2017-Apr 2018)
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.
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/SwordArena_Gameplay_4.jpg?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/SwordArena_Gameplay_6.jpg?ssl=1)
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/SwordArena_Gameplay_8.jpg?ssl=1)
![](https://i2.wp.com/rittikorn.com/wp-content/uploads/2020/02/SwordArena_ThrowSword.gif?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/SwordArena_Combo.gif?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/SwordArena_Energy.gif?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/SwordArena_Gameplay_1.jpg?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/SwordArena_Gameplay_2.jpg?ssl=1)
Sword Arena
3D Third Person Action Game
Tool: Unity Engine (C#), HLSL
Team Size: 1
My Role: Gameplay Programmer
Development Time: 7 Weeks (Aug 2017-Sep 2017)
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.
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/CustomTowerDefense_Buy.gif?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/CTD_gameplay1.jpg?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/CTD_gameplay3.jpg?ssl=1)
![](https://i2.wp.com/rittikorn.com/wp-content/uploads/2020/02/CTD_gameplay5.jpg?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/CustomTowerDefense_Build.gif?ssl=1)
![](https://i2.wp.com/rittikorn.com/wp-content/uploads/2020/02/CTD_Shop.jpg?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/CustomTowerDefense_BonusTower.gif?ssl=1)
Custom Tower Defense
3D Tower Defense Game
Tool: Unity Engine (C#)
Team Size: 1
My Role: Gameplay Programmer
Development Time: 7 Weeks (Jan 2017-Apr 2017)
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.
![](https://i2.wp.com/rittikorn.com/wp-content/uploads/2020/02/CrossCounterTactics_MapEditor.gif?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/CCT_MapEditor1.jpg?ssl=1)
![](https://i2.wp.com/rittikorn.com/wp-content/uploads/2020/02/CCT_Gameplay2.jpg?ssl=1)
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/CCT_Gameplay1.jpg?ssl=1)
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/CrossCounterTactics_CameraRotation.gif?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/CrossCounterTactics_CharacterSelection.gif?ssl=1)
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/CrossCounterTactics_Gameplay.gif?ssl=1)
Cross Counter Tactics
2.5D Turn-based Strategy Game
Tool: Unity Engine (C#)
Team Size: 5
My Role: Gameplay Programmer, Game Designer
Development Time: 4 Months (Jan 2017-Apr 2017)
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.
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/Gameplay3.jpg?ssl=1)
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/TLOM_Boss2.jpg?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/TLOM_Gameplay1.jpg?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/Gameplay2.jpg?ssl=1)
The Legend Of Mustache
2D Top-down Shooting Game
Tool: Custom Engine (C++)
Team Size: 7
My Role: Gameplay Programmer
Development Time: 4 Months (Jan 2016-May 2016)
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.
![](https://i0.wp.com/rittikorn.com/wp-content/uploads/2020/02/OBM_Gameplay1.jpg?ssl=1)
![](https://i1.wp.com/rittikorn.com/wp-content/uploads/2020/02/OBM_Gameplay2.jpg?ssl=1)
One Bald Man
2D Shooting Platformer Game
Tool: Custom Engine (C)
Team Size: 3
My Role: Gameplay Programmer
Development Time: 4 Months (Oct 2015-Dec 2015)
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.