Reactional Games

After almost 2 years of collaboration with Reactional Music, I developed a variety of Unity and Unreal Engine 5 gameplay demos and tools. This included interactive music prototypes, editor plugins, and example scripts to showcase their tech across genres like platformers, puzzle games, and 3D adventures.

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.)

Tools & Skills

Unity (C#)
Unreal Engine 5
UI Toolkit
UMG
Editor Tooling
Backend Integration
JSON Parsing & Serialization
Mobile Builds (Android)
SDK Integrations (Firebase, IronSource, AppsFlyer)
Performance Profiling
Rapid Prototyping