StarworkGC
Junior programmer, later particle effects
I started working during my fourth year of high school, mostly because school had stopped being difficult and I wanted problems that didn’t come with a solutions page. StarworkGC was a small independent game startup building games in Unity, and I joined as a junior programmer — later doing particle effects as well.
It’s where object-oriented programming, design patterns and teamwork stopped being school topics. My code had teammates, a build and players waiting on it.
Decision 01Predicting collisions without simulating the futureRead the engineering note →Close the note ↑
- Problem
- The game needed to warn players early about incoming collisions with asteroids and enemies — far enough ahead to react, precise enough to trust.
- Constraint
- It had to run inside the frame budget on low-powered machines. Simulating future game states was too expensive and produced timing artefacts.
- Decision
- I rebuilt the predictor around projected movement and ray-based spatial checks — geometry instead of simulation — and kept the warning window configurable.
- What it taught me
- A good approximation at the right time beats an exact answer that arrives late.
Unity, C#, real-time constraints, particle systems.