Rose Kolodny

Visual Experience Engineer

Hi, I’m Han

I’m a 2D & 3D Game Programmer living in Toronto Canada with primarily experience in Unity Engine. I’m currently working in 1452 studio which is an Augmented Reality agency. I describe myself as a problem solver that seeks opportunities to learn new things, at the same time, constantly improving my skills. I enjoy creating games that feel great to play, with clean code that is easy to read.

PERSONAL PROJECTS


Be Invicible

Project goal Be Invisible is an indie horror game inspired by classics like Mr. Meat and Evil Nun. It tells the story of Steve, a young boy exploring the house of his recently deceased friend Jason... or so he thought he was deceased...

The primary tasks I had as lead developer and environment artist were as follows.1. To create a creepy ambience that could help the player feel as though they were engrossed in the world of the story.
2. To inform the player of the substance of the story in a minimalistic way.
3. To implement a quest item system so players could progress through the game.
4. To create a way for the player to be chased by and potentially caught by the adversary.

As the lead developer, I was tasked with developing the game play code, including the following features:> An AI agent to manage adversary in the game
> An inventory management system allowing the player to collect key quest items
> Object interaction system
> An audio system to enhance game play experience, including player and adversary sound effects and situational background music

Server Of Death

Server of Death is an indie 2D action game inspired by old action games which were made in the 90s. It tells the story of Jason, a young man who got a mutation in the laboratory that he is working in. Now he is seeking revenge...

The primary tasks I had as lead developer was as follows:1. To create a way for the player to be chased by and potentially caught by the adversary.
2. To inform the player of the substance of the story in a minimalistic way.
3. To implement a quest item system so players could progress through the game.
4. To create a currency system for player to use for his/her character improvement.
5. To create a smooth combat system.

As the lead developer, I was tasked with developing the game play code, including the following features:
> An AI system to manage adversary in the game
> An inventory management system allowing the player to collect key quest items
> Apples as a currency & shop system to use them
> An audio system to enhance game play experience, including player and adversary sound effects and situational background music
> Attack system which manages animation and functionalities of player's & enemies' when they encounter with each other


Zombie Ladder

It's an indie 3D Hyper Casual Game, drawing inspiration from the popular mobile title 'Bridge Race.' Players must navigate through relentless zombie assaults, dispatching the undead to collect their remains. The objective? Ascend to the pinnacle, but with no predefined path, players must construct their own bridge using the bodies of fallen zombies to reach the top.

The primary tasks I had as lead developer was as follows:1. To create a spawning system for zombies.
2. To make a combat system between player & zombies.
3. To make zombies collectable after they die.
4. To create system to carry bodies of zombies.
5. To create a system to use zombie bodies to make a ladder.
6. To show a pathway for player after killing all zombies on the platform.
7. To create a system to save all data inside of the game.
8. To create menu for settings
9. Shop system to buy new skins with coins player have.

As the lead developer, I was tasked with developing the game play code, including the following features:
> An Spawn Manager to spawn enemies on the platform and take control over them
> A health and attack system for both player and zombies
> An inventory system to carry zombies after killing them
> An interacting system allows the player to drop zombies on the empty space of the ladder.
> To show Pathway arrow by using spawn manager to detect if all zombies have killed on the platform.
> Set target position for pathway arrow to look
> Data system to remember how many coins have been collected, which skins have been bought and which skin player is using.
> Setting menu to manage sound and game quality
> A Shop system to check player’s coins & let the player to buy or equip

PROFESSIONAL PROJECTS


Space Monkey - AR Game

Space Monkey is an AR game designed to enhance brand marketing strategies. Players earn points throughout the game, and if they break the high score, they can win discounts on a brand’s products.

As the lead developer and environment artist, my main tasks were:
1. Creating a movement and controller system for the player.
2. Spawning infinite obstacles that increase in speed as the game progresses.
3. Detecting when the player touches obstacles.
4. Implementing a health bar to track the player's health.
5. Displaying the score at the end of the game and checking if it breaks the record.
6. Setting up boundaries for the player in real-life 3D space.

My specific responsibilities included:
> Developing a joystick to move the player.
> Setting up spawn points and timings for asteroids.
> Creating collision and physics systems for the player and asteroids.
> Connecting the health bar value to the player’s health status.
> Saving and displaying the score on the end screen.
> Tracking the player's position in 3D space and setting specific movement limits.

PERSONAL TUTORIALS

With a passion for both teaching and game design, I am delivering comprehensive tutorials under the name of Cyberduck. Cyber Duck helps people if they’re taking their first steps into the world of game development or aiming to enhance their skills, they'll find invaluable insights and practical guidance here.
But it's not just about coding and technical know-how. I understand the importance of creativity and innovation in game design. That's why you'll also find tutorials on level design, environment design, gameplay programming and more to bring your visions to life.

EDUCATION

IBSU (2021 - 2023)
Bachelor Degree in Computer Science
Centennial College
(2024 - 2026)
Advanced Diploma in Game Development

TECHNICAL EXPERIENCE

C#, C++, JavaScript, Python, Unity Engine, Git, Photon Fusion, Unity DOTS

Want to know more?

You can find my contact information at the top. You can also reach out to me on LinkedIn.

© hanatak