About Me

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.


Contact

Commercial Game

Not Monday Cafe

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.

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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.

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University Projects

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.
  • Place of Destination participated in the GAME TALENT SHOWCASE 2022 Presented

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Internship Project

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

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Misc

Knock Knock Cozy

I participated in the Cozy Fall Jam 2024 and placed 8th. In this project, I developed all the game systems and enhanced the game feel using DOTween

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it's Christmas?!

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.

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  • itch.io
  • Train To Hell - VR

    Train To Hell is a VR game developed by a team of two. I worked as the programmer, handling all system development within the game

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