ABOUT ME

My name is Junlachak Juntasilp (Jino).
I graduated with a bachelor's degree in Digital Game from the College of Art, Media, and Technology at Chiang Mai University. I also graduated from the University of Gloucestershire with an MSc in Game Development.
I am a programmer who specializes in using Unity (2D/3D) in the areas of Cinemachine, New Input System, ScriptableObjects, Dialogue System, Machine learning, and Procedural Generation. I primarily use C# for game development in Unity.
I am also skilled in using Git and various version control tools, including GitHub, GitLab, Sourcetree, and SmartGit.
MY SKILLS

Unity Engine (2D/3D)


I specialize in Unity (2D/3D) with expertise in:
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New Input System: Making the game playable with a keyboard and controller, and implementing a rebind system.
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ScriptableObjects: Optimizing games by acting as an intermediary to share data with objects, thereby reducing RAM usage.
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Dialogue System for Unity: Utilizing Pixel Crushers' Dialogue System for creating interactive dialogues and quests.
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Doozy UI: Utilizing Doozy UI for efficient UI workflow and management, and using existing systems effectively.
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Procedural Generation: Developing maze generation algorithms to create intricate, non-linear environments with guaranteed solvability and dynamic layout transitions.




Version Control & Collaboration
I am proficient in Git and various version control tools, including:
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GitHub
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GitLab
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Sourcetree
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SmartGit
I use these platforms for source control, collaboration, and efficient team-based development.

Programming Languages
C# (Primary language for game development)
I primarily use C# for game development in Unity. My experience includes:
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Game Mechanics & Systems: Developing AI behaviors such as the Flock and A-Star (A*) systems, core gameplay mechanics such as character controllers, and can write systems using Finite State Machines (FSM) for systematic organization and ease of modification.
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UI/UX Implementation: Developing a UI in Unity, including a game pause system and a rebind system, to suit players better.
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Performance Optimization: Improving game performance through efficient code structure, object pooling, and memory management.
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Event-Driven Architecture: Using C# Events, Delegates, and Observer patterns for modular and maintainable code.
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Third-Party Tool Integration: Implementing advanced tools, such as Pixel Crushers' Dialogue System and Doozy UI by mastering their specific coding patterns and proprietary frameworks to extend Unity’s core capabilities.