
Prism Break
A 2D puzzle game in which the player manipulates lasers and mirrors to solve puzzles
Goal: Explore puzzle design in a deeper, more disciplined manner
Team: Solo
Sprint Duration: 1 month for prototype, ~5 months to publication
- Programmed optics interactions utilizing multi-bounce raycasting to handle runtime procedural geometry and collider manipulation
- Customized the Universal Render Pipeline using Scriptable Render Features and Overlay Cameras to implement varied compositing of different layers, and a basic Screen-Space Ambient Occlusion variant for a 2D scene
- Profiled and debugged rendering performance and failures across Android and iOS hardware
- Used asynchronous scene loading to optimize first-frame performance targets
- Built serializable state architecture for reliable runtime save, load, and seamless state restoration
- Handled the complete administrative and technical pipeline required for mobile publication on both the App Store and Google Play Store (review in progress)






