
UNITY STUDIES · SYSTEMS & PROTOTYPES
Technical Projects
The experiments behind the bigger worlds.
▶ Watch gameplayTHE EXPERIENCE
Learn the systems. Build the foundation.
These technical projects were created between major assignments at Full Sail. Each exercise focused on a smaller design or programming problem, building practical familiarity with the Unity editor and the systems that support larger games.
The collection spans lighting, rendering, navigation, and ProBuilder, alongside programming work with arrays, collision detection, health systems, numerical operations, and interface interactions. The gallery brings these studies together as a record of the foundations behind later project work.
What I worked on
I used these exercises to develop both environment-building and programming skills. Working with lighting, navigation, and ProBuilder helped me structure and refine spaces inside Unity, while smaller coding challenges let me focus on individual interactions and systems.
The value of the collection is in how those skills connect. A UI button, collision response, or health system becomes part of a larger gameplay loop when it is integrated with the environment and the player’s actions. These studies helped establish that connection before the larger student projects.
GAMEPLAY & WALKTHROUGHS
A prototype in motion
This recording demonstrates one project from the wider collection of technical exercises.
FROM THE WORLD
Studies & experiments






View all 25 images
Prototype & systems gallery
Development captures from multiple Unity exercises. The images represent separate studies rather than a single game.

























BEHIND THE EXPERIENCE
Design decisions
Build understanding in small steps
Focused exercises isolate a manageable problem, such as a collision response or interface interaction. That scope makes it easier to understand the system before applying it in a more complex game.
Connect design with implementation
Environment work and programming were developed alongside one another. Navigation, spatial structure, and player feedback all depend on both what is built and how its systems respond.
Carry the lessons forward
The studies became part of the workflow used in later level-design and gameplay projects. Problem-solving and integration were practiced at a smaller scale before being applied within a team production.
