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Prototypes & Experiments
This section showcases a collection of my in-development prototypes and experiments — projects that are relatively complete or represent key creative tests.
Note: Most works are accessible via links, though a few remain private for now.
Real-time Tilemap Generator
▸ A Unity-based tool for generating tilemaps in real time according to user-defined rules. By setting up tile combination logic directly in the Unity Editor, you can quickly build diverse terrains for testing, level design, or procedural generation prototypes.
▸ Originally just an experiment in controlling Tilemaps through C#, it gradually evolved into a small utility tool.TRPG Replay Visual Novel Generator
▸ Automates importing assets, generating dialogue playback, character expressions, visual effects, and UI customization — then exports the result in multiple formats with a single click.
▸ I wanted to turn TRPG session logs into visual novel-style replays. At first, I did everything manually, but it became too tedious — so I built a tool to automate the process. Due to architectural issues, development eventually paused.Desktop Pet Sticky Notes
▸ Click, drag, and set movable sticky notes that follow your mouse and rest on your desktop as idle pets when placed.
▸ Built with Bevy, though major API changes between versions caused compatibility issues. Some functions also depend on Windows APIs, so cross-platform support will require a full code refactor.Games

3D Tower Defense Prototype
A tower defense prototype built using the Game Framework architecture

Mini Game System Prototype
A small-scale system featuring equipment, inventory, and HP mechanics

3D Tower Defense Prototype
▸ A 3D game prototype based on classic tower defense mechanics, featuring core systems such as enemy pathfinding, turret attack logic, and dynamic wave generation. The project emphasizes a data-driven architecture, achieving a clean separation between data and logic layers.
▸ Developed using an older version of the Game Framework, which limits flexibility for later updates or porting.Nemo: The Binding of Isaac Character Mod
▸ My first attempt at creating a MOD for The Binding of Isaac using Lua, featuring an original playable character.
▸ It served as a hands-on exploration of Isaac’s event and condition systems — implemented custom character abilities, though exclusive items were left unfinished.Graphics Projects

Painter Tool
A brush-based smearing and painting effect

Mini Geometry Editing System
Implements essential geometric editing operations

Mini Geometry Editing System
▸ Implements essential geometric editing operations such as move, rotate, scale, subdivide, and extrude. Supports basic mesh editing views, vertex/edge/face selection, and localized edits with real-time rendering updates.
▸ Inspired by Blender’s Edit Mode, but built entirely from scratch — including custom data structures and a self-implemented rendering pipeline. The most challenging parts were coordinate transformations and geometric manipulations along cut planes and surface normals.
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