Hello, my name is Paisan Ingkavara. I worked at Sunny Syrup Studio for two years and had the opportunity to
intern at Urnique Studio. I am interested in developing tools to reduce repetitive tasks for the team. In my
free time, I enjoy learning new things to continuously develop my skills for future growth.
Not Monday Cafe is an idle game similar to Rusty's Retirement, developed using Unity.
In this project, I was responsible for developing game systems and designing a framework for a
tile-based game, as well as creating tools to support the project development workflow.
Spearheaded the development of a tile-based game. Designed an API for the tile system such that
the other systems can be easily implemented on top of it (e.g., furniture placement, AI
pathfinding).
Developed an automated sprite preparation system for Unity Tilemap, reducing import time from 20
minutes to just 1 minute.
Developed a furniture framework using OOP and state machine patterns, enabling a wider variety
of furniture types with customizable behaviors while allowing seamless addition or removal of
features without affecting other components.
Developed an animation system and a tool using the Sprite Library to simplify repetitive
animations and reduce time to import for new in-game characters
Developed a UI framework, including buttons that trigger selectable sound effects on click and
play effects when hovered over or clicked
Developed a save/load system that stores in-game data for convenience in creating mockups or
trailers.
Spirit Mancer - Play Prime’s Best Game Of The Year
Spirit Mancer is a 2D Action Hack-and-Slash game with Deckbuilding mechanics, developed using Unity.
The game won Play Prime’s Best Game of the Year award and was selected to compete in the LEVEL UP KL
SEA Game Awards 2024
In this project, I was responsible for developing game systems, tools, and optimizing the game for
porting to PC, PlayStation, and Nintendo Switch platforms. Additionally, I supported the team with
bug fixes
Developed a system that loads/unloads resources on demand and implemented asynchronous loading
to ensure no stuttering. This resulted in 4x reduced memory usage, allowing the game to be run
on low-end devices like Nintendo Switch.
Developed a one-click packaging system that makes publishing a production-ready release can be
done in under a minute.
Integrated various third-party systems into the project, such as Wwise for audio management and
a localization system for multi-language support.
Developed tools for managing sprites, reducing repetitive tasks for artists. These tools
automate asset imports and organization, eliminating the need for manual management
Developed Cutscene helper for artists to use, and new animations, text, and events.
Artists can trigger events like scene transitions and music playback within the cutscenes.
Developed a key binding system and a UI display system to support customizable controls on PC,
PlayStation, and Nintendo Switch.
Place of Destination - Appears in Bitkub’s GAME TALENT SHOWCASE 2022
Image 1 : shows the battle system where attack directions follow the player's
mouse. There are four types of enemies, each with different strategies to handle. Upon
defeating enemies, players can collect money for purchases and have a chance to obtain items
that can be used to win the favor of NPC characters.
Image 2 : displays the shop system. After completing a battle, players are teleported to the
shop to purchase upgrades for their character. They can interact with the merchant to either
reroll items or heal by spending gold.
Image 3 : shows the character selection system, where players can choose between two
characters: Ronin, a melee fighter, and MarksMan, a ranged character.
Image 4 : shows the dialogue system powered by Ink, which tracks the progress of
the storyline and displays NPC dialogue. The system also features a relationship mechanic
similar to Stardew Valley.
Place of Destination is a 2D action roguelike dating sim
In Place of Destination, you play as an adventurer exploring dungeons, battling monsters, and
collecting money to upgrade your character. As you progress, you can buy items to strengthen
your abilities and survive tougher challenges. n addition to combat, you can build relationships
by giving gifts found in battles
A key highlight of Place of Destination is the character progression. As you advance, you'll see
improvements like stronger attacks and faster movement.
n this project, I worked with a team of four people, where I took on the role of both programmer
and project lead. I was responsible for developing key systems within the game, including
combat, the store system, character upgrades, animations, and the dialogue system. I utilized Ink for creating interactive dialogue.
Image 1 : shows the object pickup and hover system. Players can pick up items like in
Papers,
Please, and when hovering the mouse over an object, a UI pops up displaying detailed
information about the item.
Image 2 : shows the item tagging and notification system. When a player selects an item tag,
the corresponding items are displayed. If new items are added, a red notification appears on
the tag button
Image 3 : shows the item detail system. When players right-click on an item, this system is
activated to display relevant information about the item. Additionally, players can zoom in
for a closer look
Image 4 shows the puzzle system where players place objects into a central slot. If the
object is placed incorrectly, it will return to its original position. Correct placement
triggers event.
Image 5 : shows the dialogue system, It allows players to interact with characters, offering
a choice-based question-and-answer system. Additionally, events can trigger based on correct
responses
Image 6 : shows the implementation of a dialogue system using a tool from the Asset Store.
Additional features include pop-up visuals, the ability to
instantly view item details, and a system for playing music based on events
Image 7 : shows the music selection system. When hovering the mouse over a song title, the
music plays for preview. Users can then choose to add or remove songs as desired
I worked on a project with Urnique Studio, but due to confidentiality, I'm unable to share
specific details about it.
In this project, I was the Game Programmer, responsible for developing all game systems. The
game is similar to Papers, Please. I integrated tools from the Asset Store and created a JSON
data reader to streamline input, such as adding item data. This tool reduced the time needed
from 1-2 hours to just 1-2 minutes.
Let's Go My Car
Image 1 : shows the car driving system, which uses Mirror for multiplayer features, such as
checking which car belongs to which player. The car movement is designed to run on the
player's machine for the smoothest gameplay experience.
Image 2 : displays the leaderboard system after a race. When a player crosses the finish
line,
their time is recorded, and the leaderboard updates. This continues until all players
finish, and players must reach the finish line before they can exit the game.
Image 3 : shows the lobby system where players can select different car colors. However,
only
the host can choose the map. Player names are taken directly from their Steam accounts, and
everyone must click "Ready" before the host can start the game.
Image 4 : shows the lobby system, where rooms created by players appear at the top with
green
text. As a client, players can do everything like the host, except choose the map and start
the game
Let's Go My Car is a multiplayer racing game where up to 4 players can race together via Steam's
server
In this game, I used
Mirror
to implement multiplayer features and
Steamworks for the lobby system, using
Steam's servers to
host the game sessions
In this game, I worked as the sole programmer, responsible for implementing all game systems.
This included the lobby system, vehicle movement mechanics
I participated in the Cozy Winter Jam 2023
and secured 4th place. In this project, I developed all
game systems and collaborated closely with the Game Designer.