
Flichi Unleashed
A fully interactive 3D sandbox cat game developed in Unity. I built every technical system in the project, including movement and animation logic, interaction tools, physics-based breakables, lighting, atmospheric VFX, UI, a noise escalation system, multi-room progression, and the integration of AI-generated video sequences.
Role: Technical Artist / Game Developer / UI Designer
Engine: Unity (URP)
Tools: Unity, C#, Meshy AI, Photoshop, Sora (OpenAI)
Overview
Flichi Unleashed is a physics-driven, sound-sensitive sandbox game where players control a cat and interact with nearly every object. I developed the gameplay structure, animation control, interaction systems, and progression logic using C# and Unity's URP.
Responsibilities & Technical Focus
Gameplay Video
Movement and Animation
Developed a comprehensive movement system in C# with walking, running, turning, attacking, and jumping.
Built the Animator Controller from scratch.
Integrated animation clips for various actions, including walk, run, attack, jump, and multiple idle and interaction animations.
Scripted logic for triggering transitions.
Implemented an inactivity timer to randomly select idle animations.

Interaction System
Developed a tag-based system to manage all game interactions.
Tagged objects trigger specific behaviors, animations, audio, and camera transitions.
Interactions may auto complete or need a second input to exit.
Supports interactions like scratching, drinking, eating, sleeping, and more.

Physics, Breakables, and Knockables
Implemented physics-based reactions with Rigidbody and collider components for movable objects.
Created scripts to detect collisions or attacks, swapping intact objects for broken prefabs.
Knockable objects react physically to interactions, affecting the noise meter.
Breakable objects fragment dynamically upon interaction.

Noise Meter System
Developed a three-stage noise escalation system with owner voice lines.
Assigned unique noise values to actions like walking, running, jumping, and more.
The noise meter increases with sounds and decreases when quiet.
Designed a UI meter with custom pivot and percentage logic.
At 100%, triggers a game-over sequence: owner shouting, cat hissing animation, camera shift, and locked state.
Collectibles and 3D Assets
Designed Fish Treat collectibles, mouse toy, and cat wall climber using Meshy AI from sketches and photos.
Created a 3D cat wall climber prop in Unity with primitive shapes.
Developed the Golden Fish Treat by combining a 3D model with a gold texture in Unity.
Fish Treats trigger eating animations and score updates.
Golden Fish collectibles unlock doors and advance room progression.



Camera Systems
Main Follow Camera
Implemented a smooth follow script in C# for consistent third-person movement tracking.

Interaction Camera
Introduced a secondary camera at the cat’s side for clearer action readability.
Camera shifts during interactions and returns to the main target.

Audio System
Created a centralized SoundManager singleton for SFX and voice playback control.
Each interaction sound affects the noise meter with a set value.
Added context-based voice lines for the three warning stages.
Managed audio for door unlocks item pickups, interactions, and environment sounds.
Lighting (URP Light)
Implemented indoor lighting with URP: window sunlight, lamps, and fill lighting.
Used URP Light Layers to control lighting on characters, props, and environment.
Adjusted shadows and light intensity for clarity and atmosphere in all rooms.

Visual Effects
Developed custom particle systems for sun rays and floating dust.
Enhanced room ambiance with subtle environmental effects.

Video Integration (Sora – OpenAI)
Created opening, victory, and game-over videos with Sora and integrated them into Unity using the Video Player component.
Utilized videos as animated backgrounds beneath UI elements.
Implemented scene transitions and synchronization for seamless playback.
Level Design and Room Progression
Designed and built layouts for the Living Room, Bathroom, and Bedroom.
Manually placed all props, interactables, breakables, and collectibles.
Created a progression system to unlock rooms by collecting Golden Fish.
Implemented door unlock animations, audio feedback, and next level activation.

User Interface
Designed all UI elements: noise meter, score display, interaction prompts, pause menu, how-to-play panel, and victory/game-over screens.
Interaction prompts appear above objects and update automatically via proximity detection.
Implemented UI elements with custom scripts for dynamic updates and visibility.

