Built the core avatar customization and photoshoot systems for a mobile dress-up game.


(Early Prototype demo video)​
Unity, C#, Unity Editor scripting (custom tools), ScriptableObjects, Addressables, Git
Overview

Role & Impact
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A 9-month mobile game internship building core gameplay systems for a licensed dress-up app for the music group Girl Powr,Â
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Interned as a Unity Developer, working alongside artists, UX/UI designers, a project manager, and a product owner.Â
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Followed standard software development pipeline, with agile development through sprints and delieverables required.
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Delivered two of the app's core modules — the closet (avatar customization) system and the photoshoot module — from early prototype through final polish.
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Joined as the first Unity developer on the project, later collaborating with two additional developers using Git branch/merge workflows.Â
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Owned the closet and photoshoot modules end-to-end: architecture, tooling, implementation, and debugging.

Problem

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The initial avatar customization system layered cosmetic sprites onto a base avatar using naming conventions alone from png sprites.
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No way to attach metadata (gender, size, category) to individual assets.
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A system that couldn't scale to support 6 avatar archetypes, dozens of clothing items, and 14 hair colors × 8 styles each.
What I Built

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Challenges & rewards system — Co-developed the core loop for time-gated/conditional challenges that reward players with in-game currency, including logic that gates progression until required avatar pieces are equipped.
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Scriptable Object metadata system — Replaced the naming-convention approach with Unity ScriptableObjects carrying structured metadata (gender, size, category, cosmetic traits) for every asset.
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Enabling features like challenge-based unlocks that the old system couldn't support.
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This allowed me to rebuild the avatar selection system to selected clothing and avatar options with metadata attached.
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Custom Unity Editor tools — Built two in-editor automation tools: one to slice, rename, and assign addressables to sprite sheets, and one to convert sprite assets into fully-populated ScriptableObjects.
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This turned a highly manual, tedious pipeline into a repeatable process, making it feasible to produce the full asset library across all 6 avatar archetypes.
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Photoshoot module — Built an interactive scene where players pose dressed-up avatars alongside band members. Converted static images into draggable 2D objects using a dual-collider system. (drag input + boundary constraints)
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Implemented a selectable background system (25 backgrounds, each with custom bounds), a character-select menu, and camera-roll photo export.







Tool Integration



Figma Mocks made by UX/UI Designers
Built in Unity with functionality integrated by me


Git commit stats showcasing my 56 commits and 36% ownership of commits for the project
(Generated by gitstats)
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Adapted Figma mockups into Unity — Working alongside UI UX designers, I took their concept pages for avatar and photoshoot pages to re create these as scenes within Unity, capturing the useability while adding functionality.
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Cross collaboration with Git version control — Along the middle of my internship, two other Unity developers joined and we worked alongside each other using GitHub version control, each managing our own branches and merging to main when sprints were ending.