Unity



This is my Unity Personal Projects page. Here you'll find a collection of games I've developed in my own time using Unity. Many of these are remakes of my favourite childhood games projects I started both to relive the joy of those classics and to improve and showcase my skills in game development and programming. Each project reflects my passion for game creation and my drive to continually grow as a developer.

Pokemon Unity Game

This Pokémon-inspired project is one of my most ambitious and rewarding personal projects to date. Built entirely in Unity, I developed a feature-complete fan game that closely mirrors the experience of the classic Pokémon titles. Using publicly available Pokémon assets, I created the game’s scenes, UI, and mechanics from scratch—writing all the gameplay code myself and designing robust systems that bring the world to life.

The project includes a wide range of core features:

  • Turn-based battle system with a full party of Pokémon
  • Overworld exploration with NPC interactions and transitions between areas
  • A fully functional Pokédex system
  • Inventory and item usage, including Poké Balls, potions, and key items
  • Shops and in-game currency systems
  • A PC box to manage captured Pokémon outside your party
  • Menus, animations, and audio systems, Saving and loading and much more!

This project allowed me to demonstrate a broad set of skills including game architecture, state management, UI design, and data-driven development. It also deepened my experience with Unity’s event systems, coroutines, and scene management, while giving me the creative freedom to implement polished gameplay systems.

Below, you can find video demonstrations showing various parts of the game.

Healing at a Pokemon Center and Saving/Loading

Pokemon catching and Pokedex updating

Pokemon Party, stats and info

Pokemon Box

Pokemart shop

Async scene loading

Mario 64 Unity Game

As a personal project and technical challenge, I recreated the iconic Bob-omb Battlefield level from Super Mario 64 in Unity, combining nostalgia with hands-on game development. Using ProBuilder and imported Mario-themed assets, I built a playable level that captures the look and feel of the original game while showcasing my skills in character control, enemy AI, level design, and user interface.

At the heart of the project is a custom Mario-style character controller, designed from scratch to allow for a wide range of responsive and expressive movement options, including:

  • Walking and running
  • Crouching and ground pounding
  • Jumps, double jumps, and triple jumps
  • Long jumps and momentum-based traversal
To populate the world, I scripted AI for classic enemies:

  • Goombas patrol specific areas, chase Mario if he gets too close, and deal damage on contact. If Mario escapes, they return to their patrol route.
  • Bob-ombs aggressively pursue Mario and explode after a short delay, dealing area-of-effect damage.
The level also includes gold coins and red coins that can be collected, with a responsive UI system that updates the player’s count in real time. These systems together emulate key gameplay loops from the original Mario 64, while providing a solid demonstration of my ability to replicate complex game mechanics in Unity. This project was a great opportunity to learn how to create custom character controllers and understand the challenges involved in implementing responsive, satisfying movement. It also gave me valuable experience in level design, animation, sound design, and basic enemy AI. I look forward to continuing this project to further improve it and expand my skills even more.

Sonic Adventure 2 video

Sonic Adventure 2

My next personal project will be sonic adventure 2, watch this space for updates