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ABOUT ME

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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

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Unity Engine (2D/3D)

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I specialize in Unity (2D/3D) with expertise in:

  • New Input System: Making the game playable with a keyboard and controller, and implementing a rebind system.

  • ScriptableObjects: Optimizing games by acting as an intermediary to share data with objects, thereby reducing RAM usage.

  • Dialogue System for Unity: Utilizing Pixel Crushers' Dialogue System for creating interactive dialogues and quests.

  • Doozy UI: Utilizing Doozy UI for efficient UI workflow and management, and using existing systems effectively.

  • Procedural Generation: Developing maze generation algorithms to create intricate, non-linear environments with guaranteed solvability and dynamic layout transitions.

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Version Control & Collaboration

I am proficient in Git and various version control tools, including:

  • GitHub

  • GitLab

  • Sourcetree

  • SmartGit

I use these platforms for source control, collaboration, and efficient team-based development.

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Programming Languages

C# (Primary language for game development)

I primarily use C# for game development in Unity. My experience includes:

  • 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.

  • UI/UX Implementation: Developing a UI in Unity, including a game pause system and a rebind system, to suit players better.

  • Performance Optimization: Improving game performance through efficient code structure, object pooling, and memory management.

  • Event-Driven Architecture: Using C# Events, Delegates, and Observer patterns for modular and maintainable code.

  • 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.

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