Last updated: 2025 This page is my portfolio/showcase of my recent work
Hello, I’m Camren - a self‑taught game developer who’s been creating videogame projects since elementary school. Now as an adult, I constantly channel that lifelong passion into crafting interactive worlds that feel truly alive. I specialize in Unity and C#, balancing gameplay feel with technical polish. Over the years I’ve tackled audio programming, multiplayer networking, custom physics systems, and more — always refining my skills through hands‑on projects and creative problem solving. My perfectionist nature drives me to become aware of the details and deliver polished results.
This project showcases my experience with Unity’s Transform system, inverse kinematics, animation rigging, physics, raycasting, and custom editor scripting. I developed a fully modular first-person and third-person character controller that procedurally generates viewmodels, shadows, and animations from a single humanoid 3D model. To achieve this, I built my own head-bob system, implemented IK constraints, and wrote custom Unity Editor tools for fast setup. The controller was originally born out of necessity for a game I was developing and has since evolved into an advanced Unity asset that prioritizes modularity, performance, and long-term maintainability.
This project highlights my experience with audio programming, local directory handling, .NET Core, binary file I/O, C++ VST3 plugin hosting, and procedural audio generation. I designed a DAW-like software using Unity’s UI system, enabling real-time song creation and seamless browsing of local audio files. To support advanced audio features, I integrated a .NET Core backend for buffer processing and learned C/C++ fundamentals to implement VST3 support. The system is modular, visually customizable, like all of my projects. Originally started in 2019, I’ve rebuilt the project multiple times to refine both functionality and my understanding of real-time audio systems.
This project demonstrates my ability to build a fully custom 2D multiplayer game using Unity and MySQL for player login and registration. It began with Photon Networking but later evolved into a dedicated server system powered by a custom networking library compiled into a .dll. The entire experience—from physics and visuals to networking—is built from scratch, with all systems generated dynamically at runtime. Also this code is fully modular.
This project highlights my work in building complex systems such as active ragdolls, VFX particles, shaders, lighting, volumetric weather, time-of-day cycles, weapon mechanics, gibs/gore, inventory, and crafting—entirely from scratch. I also developed a procedural world generation system and explored the structure of narrative-driven gameplay. Every component is dynamically generated at runtime, written with modularity and future-proofing in mind. My usual approach avoids reliance on third-party libraries.
This system dynamically detects the texture beneath the player and plays the appropriate footstep sound based on linked “ground type” materials, each associated with a library of audio clips. If no clip is assigned to a texture, it defaults to a generic sound with adaptive pitch, volume, and tone. Built entirely from scratch, the system is fully modular, self-contained, and optimized to minimize external dependencies.
This project demonstrates my skills in procedural generation and fractal systems, including F-trees and Unity gizmos. Every object in the city is generated entirely from code—at the press of a button, a fully custom city forms instantly based on user-defined settings. The system is fully modular and built from scratch.
This was the first project I attempted to publish and marked the beginning of my journey toward releasing on Steam. I built a custom character controller, implemented weapon and FPS mechanics, and designed the full gameplay loop with player-focused quality-of-life features. Everything is generated dynamically at runtime, with modular scripts.
This project demonstrates my skills with Unity Events and referencing external code both inside and outside of Unity. I created a developer console tool that allows users to define and trigger custom commands via UI input, dynamically linking typed commands to methods. Everything is generated at runtime, with modular, well-documented scripts designed to be resilient.
I’ve been composing music since 2014 and have built a personal library of thousands of sample tracks, ready to be customized and adapted to fit a wide range of video game styles and composition needs.
I use my knowledge of digital synthesizers, foley recording, and audio programming to craft custom sound effects that enhance immersion and bring dynamic audio experiences to life.
📫 For commisions or general inquires reach out to me via email at camrenaashby@gmail.com