Role Overview
I was outsourced as a programmer to Reactional Games for almost 2 years,
working closely with their core team as a co-developer across Unity and Unreal Engine 5.
My work ranged from gameplay prototypes and demo experiences to
editor tooling, backend integration, and mobile build support.
- Built multiple Unity & UE5 demos to match client visions under tight iteration cycles
- Integrated Reactional backend endpoints (search, filters, playlists, telemetry) into demo frontends
- Developed UI Toolkit-based editor tools + in-game UI for data-driven music experiences
- Wrote parsing + deserialization utilities to stabilize backend-frontend workflows
- Debugged Android build issues involving Reactional DLLs and platform-specific edge cases
Feature Highlight
One of my most impactful contributions was building reusable UI + tooling foundations
around Reactional’s integration layer, including a music player overlay
(play/pause/next/prev + playlist dropdown), UI Toolkit editor workflows,
and a set of utilities to make backend-driven UI stable and fast to iterate on.
- Music player overlay: playback controls + playlist UI usable during gameplay
- Preview + caching system for downloaded samples (faster iteration and better UX)
- Startup wizard + improved editor UX for the Reactional Unity Plugin
- Performance profiling + debugging to improve stability on mobile builds
Selected Work
A snapshot of the variety of demos and production work I contributed to:
-
Match3 Puzzle Game Reworks (Unity) — UI revamps, pre-game track selection, previews, caching, menus, game over flows, local leaderboard
-
Match3 Rework w/ Amanotes GDK — Firebase + IronSource + Remote Config + AppsFlyer, offline/pause failsafes, missions/achievements, save/load JSON system
-
Glide w/ Biark (Unity) — 2D rhythm gameplay + deep analysis integration
-
Moon Runner (Unity) — Guitar Hero-style beat timing + deep analysis integration
-
Automobile HMI Demo (UE + Unity) — driving UX, UI instrumentation, day/night toggle, obstacle warnings, spline roads, vehicle controller
-
Discobot / DiscoBooth (Unity → UE ports) — recreated gameplay systems, interaction-heavy showcase scene, and UI ports (UMG)
-
B2C Storefront Demo (Unity + .NET) — UI Toolkit storefront + backend wiring + local server to mimic payment providers
You can visit the Reactional Documentation where you can find Example Scripts and other API related functions I worked on. Similarily, you can visit Reactional's Demo Scenes page to play the demos I worked on (Warning: You would need to create a free account to gain access to said demos.)