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Game Projects

DNA Racing
Gameplay Programming • Level Design • Prop Modeling

Tools: Unity, C#, Blender, Photoshop, Shader Graph, Particle System, Timeline

Platforms: Web Browser (WebGL / Netlify Dev Builds)

I was commissioned by DNA Racing to migrate their web based simulation game from Three.js to Unity, upgrading their existing race levels while developing new environment tracks. Over a strict 1 month high velocity contract, I successfully engineered a total of 5 custom race levels and a functioning material swapping vehicle customization system.

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Production & Client Collaboration

Throughout the 30 day sprint, I operated within a rapid iterative pipeline, conducting daily stand ups and milestone reviews with the Game Director to ensure alignment on art direction and feature implementation.

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Technical Scope & Deliverables

The project concluded at the end of its fixed 1 month contract timeline. In those 30 days, I successfully delivered the core gameplay logic, the material swapping customization system, and the 3D environmental layouts for 5 distinct tracks. Because the development window was strictly limited to a single month, secondary feature such as individual bike cinematic camera intros and the final UI tracking numbers remain in their initial layout states.

Core Technical Competencies Demonstrated:

  • Systems Migration: Successfully translated web based JavaScript simulation logic into scalable, performance optimized Unity C# architecture.
     

  • Level & Environment Design: Rapidly constructed and set dressed 5 thematic levels, prioritizing optimal composition and asset performance.
     

  • Agile Pipeline Execution: Demonstrated highly efficient project turnaround, tool implementation, and professional client reporting under tight timeline constraints.​

Technical showcase of the runtime material swapping vehicle customization architecture, demonstrating localized script triggers that dynamically swap texture variants on player demand.

Here are links so you can see the races first hand, along with the bike customization.

Dark Ritual race: https://dark-ritual-race.netlify.app/
Futuristic City Race: https://futuristic-city-race.netlify.app/
Frost Race: https://frost-race.netlify.app/
Nuclear Fallout Race: https://nuclear-fallout-race.netlify.app/
Medieval Mountain Race: https://medieval-moutain-race.netlify.app/
Bike Customization: https://bike-customization.netlify.app/

Tools: Blender, Custom PBR Texturing Workflow

Target Pipeline: Real Time Game Engines (Unity / Unreal Engine Optimization)

This collection features game ready assets developed for a commercial client project, including buildings, shops, props, weapons, and enemy characters. The core focus was to construct a cohesive visual set that populates a complete medieval environment while maintaining consistent style scaling and engine readability across all assets.
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The workflow focused on optimized modeling, texturing, and modular architecture for flexible layout placement, refined iteratively through client feedback.

Project Capabilities:

  • Stylized hard surface and organic prop modeling
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  • Modular environment asset architecture
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  • Game ready topology and vertex budget optimization​
     

  • Material creation and efficient texture layout workflows
     

  • Strict style guide matching across high volume asset sets

Blender viewport previews demonstrating modular environment scaling, clean asset topology, and uniform style guide matching across all asset sets.

Tools: Unity, C#, Blender, Photoshop, VFX Graph, Timeline

Platforms: PC / Independent Release (Itch.io)

Ashen Labyrinth is a solo developed horror puzzle game designed and programmed completely from scratch. The core objective of the project was to execute a high velocity development cycle, moving a solo game from initial concept to a public, stable release on Itch.io within a tight multi month window.
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Custom Asset & Engine Pipeline
To guarantee strict control over performance optimization and art direction, the project was developed without external art packages or marketplace asset kits. I designed and programmed 100% of the underlying gameplay logic and modeled every structural modular environment and prop mesh entirely within Blender.

You can try the game out for yourself here:

https://bailey-rob.itch.io/ashen-labryinth

Technical Milestones & Core Work:

  • Gameplay Programming: Programmed core player mechanics, environmental interaction triggers, and puzzle logic in Unity (C#).
     

  • AI Pathfinding & Navigation: Implemented custom hostile creature navigation paths and tracking logic to handle threat states dynamically.
     

  • Modular Pipeline Optimization: Modeled, unwrapped, and textured all environmental assets in Blender, ensuring clean topology and low vertex counts for real time engine efficiency.
     

  • Full Lifecycle Execution: Successfully managed every phase of indie game development, culminating in a stable, fully playable consumer release

Technical showcase demonstrating the visual transformation loops and idle states across four custom mimic like enemy variations, detailing the transition from static environmental props into distinct hostile creature meshes.

Tools: Unity, C#, Blender, Photoshop, Shader Graph, Timeline

Platforms: PC / Independent Release (Itch.io)

Falling Awake was developed as a solo submission for an independent horror game jam centered around the theme of "falling." Bypassing generic literal interpretations, the game mechanics focus on preventing the player character from falling asleep. Slipping into sleep triggers an immediate transitional "nightmare state," activating an automated monster pursuit loop that requires the player to navigate environmental geometry to escape and wake up.
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Rapid Development & Scope Management

The project was engineered entirely from the ground up within a strict 10 day timeline. The development workflow prioritized rapid mechanics prototyping, fast system deployment, and tight scope management to deliver a fully stable, dual state gameplay loop under a high velocity deadline.

You can try the game out for yourself here:

https://bailey-rob.itch.io/falling-awake

Technical Milestones & Core Work:

  • Gameplay Programming: Scripted the core "wakefulness" meter logic, state transition triggers, and object interactions entirely in Unity (C#).
     

  • AI Pursuit States: Implemented basic hostile tracking logic and navigation parameters to drive the nightmare state enemy chase mechanics.
     

  • Dual State Level Design: Constructed environmental layouts designed to function cohesively across both normal exploration and fast paced escape scenarios.
     

  • Deadline Driven Delivery: Successfully budgeted time and feature scopes to take a mechanical concept to a fully playable public build in 10 days.

In game screenshots demonstrating the atmospheric lighting, eerie prop placement, and level composition used to build tension inside the dirt walled abandoned hospital environment.

Tools: Unity, C#, Blender, Photoshop, Shader Graph, Decals, VFX Graph, Timeline

Platforms: PC / Independent Release (Itch.io)

SCP: Watchful Eyes was developed as a solo submission for a specialized SCP themed game jam. Inspired by classic security monitoring horror mechanics, the project expands the genre by giving the player full 3D movement across an expansive map rather than confining them to a single room. Players must actively navigate the environment, manage localized equipment, and complete technical maintenance tasks while simultaneously monitoring camera interfaces to prevent high risk containment breaches.
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Event Driven Mechanics & Architecture

The project was engineered from the ground up within a strict 22 day timeline. The development architecture focused heavily on building modular, reusable systems and event driven logic to manage simultaneous environmental tasks, system failures, and escalating AI threats under a high velocity deadline.

You can try the game out for yourself here:

https://bailey-rob.itch.io/scp-watchful-eyes

Technical Milestones & Core Work:

  • Systems Architecture: Programmed modular, reusable C# interaction systems to handle player object management, dynamic equipment states, and localized asset handling.
     

  • State Driven Event Systems: Engineered the underlying logic arrays governing escalating task based threats, random breach anomalies, and automated audio/visual warnings.
     

  • Layered UI Management: Developed responsive multi camera monitor interfaces and real time UI tracking feedback arrays to convey environmental security states.
     

  • 3D Environmental Level Design: Constructed a sprawling industrial facility layout optimized strictly for tactical routing, player visibility, and spatial survival gameplay.

In game breakdowns showing the core spatial zones of the facility: the central computer monitoring hub, the localized SCP containment cells, and the safe room break area.

© 2019 - 2026 Bailey Robinson Portfolio.

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