About this portfolio

SEO

100 words

  • Unity
  • Multiplayer
  • LiveOps
  • C#

Leonardo Lycan is a Lead Game Developer specializing in Unity game development, multiplayer architecture, gameplay systems, LiveOps, and technical production. This portfolio brings together published projects, playable prototypes, product studies, and articles on game engineering, applied AI, Web3, onboarding, and digital experiences. The work combines team leadership, C# programming, service integration, performance optimization, and clear communication across design, art, and business. For projects, consulting, or collaboration, Leonardo takes a practical approach: understand the problem, build a robust solution, and turn complex requirements into memorable experiences for players and digital products with measurable, lasting impact for teams, audiences, and product goals.

Skills · 02

Gameplay Programming

Mechanics, controls, state and feedback that turn design intent into readable, responsive action.

  • Input, feel and recovery
  • Camera, combat and systemic rules
  • Feedback, instrumentation and tuning
Gameplay Programming
EvidenceVoice as input, combinable cards, asymmetric stealth and turn-based combat—each with its own feedback contract.

The system works when players understand it

Gameplay programming bridges rule and feel. I work across the complete loop: intent, input, state, camera, animation, audio, feedback and the recovery states that appear once the game leaves a controlled scene.

Mechanics that demanded their own solutions

In Resonance, vocal frequency destroys and moves obstacles without compromising platforming precision. In SLEIGHT, crowds, alarms and abilities create a contest of perception. In the Stylized Action Prototype, successive cards form actions while fixed cameras preserve spatial orientation.

How I work

I isolate the central interaction, put it in someone’s hands early and define feedback for success, failure and interruption. Instrumentation then separates a design problem from a presentation or implementation problem. My breakdown of reusable gameplay systems shows how intent, state and presentation can evolve independently without losing feel.

Building something with this challenge?

Let’s turn the risk into a playable slice.

See related projects