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Breadwinner

In Spring 2025, I was brought onto the team of Breadwinner, a physics pogostick platformer to program a lot of the UI for the game. I took designs from the team lead and UI designer/artist and recreated the UI in-engine adding animations and other visual polish.

Role UI Programmer
Team Size 24 Developers
Duration 3 Months
Engine/Tools Unity / C#

Pause Menu

For Breadwinner's pause menu, I implemented a design around navigating a smartphone screen. I implemented all the art in engine and added animations for the menu opening and closing. Using the Animator component, I managed the smooth screen transitions between various submenus, while handling dynamic button scaling on-click via code. I also built dedicated submenus for adjusting game settings and tracking the player's unlocked collectibles.


Results Screen

The results screen tracks stats like money earned, health lost, and total enemies defeated. I was responsible for creating a menu that counts up these values sequentially before displaying a final letter ranking. Counted up those values in order as well as displaying a total letter ranking at the end. Using coroutines, I built a timed sequence to animate the tallying process and skip functionality to allow players to quickly get back to gameplay.


Comic Viewer

In Breadwinner, players unlock a readable comic by getting 100% completion. I implemented the logic of unlocking this comic along with the page viewer system. The system uses an event listener to check the collectible count; if the condition is met, the UI unlocks the viewer button. For the navigation system, I bound the page turning actions directly to Unity's Input System navigation events, making it work for both keyboard and controller.

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