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OperationStarfall
I had the opportunity to work on Operation Starfall with Neon Origins, a company we could collaborate with through school. Over the course of a year, I contributed to several mechanics in the game. This was my first experience working on a long-term project that had already been in development for a few years, and I’d like to showcase some of the mechanics I worked on.

Character Customization
Operation Starfall needed a character customization menu, so I collaborated with three others to create it. While writing the scripts, we pair-programmed to learn from each other, and it was also my first time using ChatGPT to assist with some of the coding. We used JSON files to save data for the chosen outfits and hairstyles. Although this is a basic foundation for character customization, I believe it’s a strong starting point for future students who will work on this project.

Grabbing desgin
Operation Starfall had a grabbing system, but the timing for grabbing and releasing objects wasn’t ideal, so I set out to improve it. I focused mainly on using coroutines and took a deep dive into how they work in Unity. One challenge was ensuring that releasing objects worked smoothly with both the keyboard and controller. I added a slight delay when releasing objects, especially for controllers, to prevent accidental drops due to the joystick being in the wrong position. Small adjustments like these made a big difference, and overall, I’m happy with how the system works now.



Please note: GitHub access is not available for this page, as I’m not fully permitted to share this content
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