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AK-xolotl (2021-2024)

AK-xolotl is the ultimate top-down roguelite shooter starring the most adorable amphibian! You're an axolotl armed with an AK, that embarks on an epic rampage, shooting down anything that stands in your way. Slaughter your way through a variety of biomes and conquer randomly generated rooms, all while collecting delicious food and capturing precious baby Axolotls.

Time: 3 years

Role: Lead Game Programmer

Platform: PC/Xbox/PS/Switch


Notable Contributions:

  • Architected all core game functionalities.

  • Crafted an expandable base for UI menus.

  • Set up Addressables for efficient asset management and memory optimization, a crucial step for optimizing performance on the Nintendo Switch build. It also reduced the build size by 80%

  • Created in-house tools for:

    • Setup Data fetching from Google sheets to Unity

    • Room layout generation

    • Biome tool generation

    • Additional tools for streamlined development processes

During the entire game development process, I held the position of Lead Game Programmer and was entrusted with the following key responsibilities:


  • Implemented the Room Progression Manager, a crucial component for a roguelite game.

  • Created tools to enable designers to adjust the game's difficulty on a per-room basis.

  • Designed an enemy weight system for the enemy spawn manager.

  • Developed the Reward System Manager, responsible for dropping perks upon successful room clearance.

  • Designed multiple enemy AI and Boss AI systems.

  • Established the Item System to manage and apply active items to the player.

  • Created the Growth System Manager to facilitate the nurturing of babies into adults.

  • Programmed the Bullet Manager to manage bullet pooling in a bullet-intensive game.

  • Organized content using Addressables groups.

  • Optimized build size by approximately 80% following asset management.

  • Integrated FMOD sound engine for all audio effects in the game.

  • Developed various tools to streamline the development process for Programmers, Artists, and Designers.

  • Created a flexible and scalable foundation for UI Menus.

  • Established a connection between the engine and Google Sheets, reducing the need for Designers to access the engine directly.

  • Wrote clear technical documents for the team.

  • Mentored and managed 3 other programmers.


What I learned?

  • The organization of engine contents is extremely important for navigating through game contents on a daily basis. Creating addressable groups is a key step in this process.

  • Addressable groups are most effective when grouping collective content together. Their implementation is excellent for memory optimization and is a crucial step for building on the Nintendo Switch platform.

  • Managing a team of programmers and maintaining clear communication with a multidisciplinary team are essential aspects of the game development process.

  • Learning something new is never ending in a game development cycle.

  • Developing independent systems and integrating them seamlessly is crucial for optimizing the game effectively.

  • Creating expandable code for core functionalities is a must.

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