[01] — Gameplay
Tech Tree System
Designed and implemented the game's R&D progression architecture — a
scalable, data-driven tech tree that governs cartel upgrades, unlocks, and
strategic choices. Built to support designer iteration without code changes,
using ScriptableObjects with dependency graphs and unlock conditions.
ScriptableObjects
Dependency graph
Unlock conditions
Designer-editable
[02] — Gameplay
Family Tree / Faction System
Built the Family Tree system that drives faction relationships — tracking
lineage, alliances, rivalries, and power structures across cartel families.
Underpins the diplomacy and espionage layers of the grand-strategy loop.
Graph data structure
Faction relationships
Runtime queries
Diplomacy layer
[03] — Tooling
Google Sheets Data Pipeline
Built a live data pipeline that pulls game content directly from Google Sheets
into Unity — parsing, validating, and converting spreadsheet rows into runtime
data assets. Lets designers update balancing, dialogue, and config without
touching the codebase.
Google Sheets API
Parsing & validation
ScriptableObject generation
[04] — Tooling
Custom Localization Editor
Developed a custom Unity Editor tool for managing localisation — allowing the
team to add, edit, and preview translated strings across all supported languages
from inside the editor, without external tooling or file editing.
Unity Editor extension
Multi-language
In-editor preview
[05] — Integration
Steam Integration
Integrated the Steamworks SDK — wiring up Steam Achievements, cloud save
hooks, and platform callbacks. Ensures the game meets Steam's technical
requirements for the published demo and upcoming full release.
Steamworks SDK
Achievements
Cloud saves
[06] — Integration
FMOD Audio Integration
Integrated FMOD Studio into the Unity project — setting up the event-driven
audio architecture, wiring game state to adaptive music banks, and connecting
the audio middleware pipeline for the sound team to work against.
FMOD Studio
Adaptive music
Event-driven audio
[07] — UX
Options Menu
Built the full options and settings system — graphics quality, audio channel
volumes (wired to FMOD mixer buses), control remapping, and persistent
settings via PlayerPrefs with safe defaults and reset functionality.
Settings persistence
FMOD mixer buses
Keybind remapping
[08] — UX
Loading Screen
Implemented an asynchronous loading screen system with progress tracking,
tip/hint cycling, and smooth scene transitions — decoupling the loading
pipeline from the UI layer for clean scene management.
Async scene loading
Progress callbacks
Scene management
[09] — Performance
Game Initialization Optimization
Profiled and refactored the game's startup sequence to reduce initialization
time — restructuring load order, lazy-loading non-critical systems, and
eliminating blocking operations on the main thread at startup.
Unity Profiler
Lazy initialization
Load order refactor