Luke Park
Hello! I’m Luke, and I love all things programming, tech, STEM, and games! I first started learning Unity in November 2020, and Unreal Engine in 2022, and since then have created a handful of games and programming projects, also graduating in Computer Science and Games Major at University of Utah in 2025. Through both my programming and game dev journey, I’ve achieved a handful of projects that I’d like to show off!
Programming Projects
Learning Management System
Backend / database
C#, LINQ, SQL, MySQL
Developed with a partner in 2024, we created a backend infrastructure for managing educational data for a University course, learning to design and implement SQL architecture and schema. This project used C# and MySQL mainly for development. The LMS included user management for users & admins, course enrollment, and automated grade calculations and viewings for professors and students.
During the project, I was able to use relational algebra to design our database, and then utilized LINQ into our backend code to handle needed database calls, allowing use of C# to query instead. By using LINQ we were able to contain the majority of backend code clean and very straightforward making it easier to debug during implementation. Roles for students, professors, admins were also controlled within ASP.NET to ensure data integrity & security.
Android Drawing Application
Android Studio, Kotlin, C++, Firebase
Developed with 2 partners, we designed an android app from scratch to enable drawing and sketch modifications. This project used Kotlin and C++ with Android Studio.
For this project, I was able to work on various tools from paint with Kotlin in Android Studio, implementing calls needed to handle bitmap operations for our drawing app. The project also made sure to allow persistent data storage using Room. For more complex calls and calculation parts, we utilized Android NDK to allow us to use both Kotlin and C++ in the project for native code execution. Using C++, I was able to implement more calculation heavy calls needed for various drawing tool operations such as tools needed to change entire bitmap’s saturations, colors, and so on.
This app also utilized enhanced UI by using Jetpack Compose, which also made navigation handling easier.
At the end of the project, we also added a feature to share images and manage user authentication using Firebase, adding options to login and share images to other users. The project also included Unit Testing using AndroidJUnit for setups, drawing features, and firebase authentication.
General Skills
Excel & Spreadsheet expert
Spreadsheets are fun to me and I use it in pretty much all things in general today :)
Used Google AppScript to scrap website data, and also addition of interactive buttons and calls within sheets to allow saving and deletion of old or new data from websites, allowing for easy way to view and save updated data on the go.
Developed various tools using AppScript to also utilize for game development to automate conversion and formatting of game datasets between Excel spreadsheets, XML, and .dat files. This handled tens of thousands of data grabbed from Json into sheets automatically, then using scripts to reformat many data in and out to proper game data as needed.
Also learned to use AppScript to enable custom scripted macros into my projects to do many complicated repetitive calls down to a single macro call instead.
Using AppScript within my projects as a (very) powerful tool allowed me and my partners to easily streamline workflow and save a TON of time in development and saving many headaches for designing also.
I learned to utilize sheets as much as I can for easily reusable data and data viewing in general, while also keeping up clean data handling, referencing from tabs of data, and using ArrayFormula to reduce the number of calls needed.
Youtube
I also have a Youtube channel with 10k Subscribers & 1m+ total views where I do content based on speedrunning tech & automation based games, where I maximize throughput, efficiency, and engineering challenges!
My live streams usually average ~180-200 viewers for recent streams.
Game Development Projects
Just the Boss Fights
Unity, C#, Perforce, Obsidian, Steam
I was both the Lead Engineer and also a Combat Designer in a team of 30, we created a boss rush style game where the player is trapped inside the game. With a studio setting, we utilized both waterfall and agile methodology for communication and management. The project started with 2 weeks of Rapid Prototyping, where the team started off smaller with a group of 12 members. Within the restricted time, I handled nearly all of the game implementation, setting up the boss AI for its behavior tree, a quick and easy to use audio system, attack system for both player’s and enemy attacks, and helped manage designing the boss fight. During the development cycle, I implemented majority of scripts for enemy state machine from ground up using Coroutine in C# to handle their AI, patterns and behaviors. The Boss behavior tree was handled using coroutine to allow use for various time based calls easily in script, allowing for ease of implementing variously timed attacks.
I also helped design and created a dynamic attack data system using Unity’s ScriptableObject to act as tools for designers to easily edit data. This allowed for both engineers and designers to add and edit attacks as needed, whether it was for its sprites, values for damage or velocity, projectile AI, and so on. Because of my role as both Lead Engineer and Designer, I got to work with designers a lot for implementing many of the game's features for boss mechanics, patterns and behaviors, and for player abilities and many game polishes and details.
Below is a example of one of the encounters where I handled nearly all of the designs and programming of the boss fight
MMO-RPG Emulator
GitLab & Git, Java, JavaScript, MySQL, Excel & Sheets, AppScript
This was a project where we were emulating a MMO-RPG environment to learn and implement various features in a big data system. We utilized GitLab for a cleaner control and view for team and task management using its issues, wiki, and milestone pages.
Due to mostly private state of the project, I can't show off most of the direct scripts
I got to develop a dynamic in-game task system to allow for thousands of data utilizing databases to store and retrieve various tasks for players for an independent quest system. For this, I utilized my skills in Excel & Sheets to set up scripts and sheets to allow for easy viewing of data, addition of new data, and ways to interchange needed game data from in sheets to directly game data files in .SQL, .DAT, and other formats to streamline work.
We also utilized ElasticSearch Database features. I was able to utilize it to customize tables with given database data to see updated values for general data analysis of game information regarding markets, trades, and player information. This allowed many ways we could see various data in a clean formatted way.
Slime Cake
Indie Game - Solo Project
Unity, C#
Slime Cake is a 2D puzzle platformer involving a unique mechanic of order based ability with platforming and was the first indie game I started developing. The main core mechanic of Slime Cake revolves around various foods with abilities where picking them up and consuming them in order matters heavily. There are also foods that increase and decrease the number of food you can hold, even going down to 0 food slots, allowing you to not pick up food which does come into useful play for certain bad effect foods.
The game design process was mostly inspired from other games, though mainly from Baba is You, which yes I know that it doesn’t even have mechanics similar to this game but I really really enjoyed the general almost mysterious feels the game gave while being very expandable. I designed SlimeCake with that in mind where I wanted a rather relatively simple mechanic but also expandable in ways where many puzzles can be designed around it which I’m pretty happy I did so.
As an indie game, and also my first game, Slime Cake includes over 60 different levels and was solely developed by me! I was able to design the game from scratch, sketching various art from ground up while importing background and ground assets, and developed the majority of code from ground up. During this first game designing and implementing process, I was able to design a system for levels to be built from a bitmap of objects of the level to easily edit or copy paste sections of maps on the go easily.
I have been continuously designing and planning more of the game for a full release which I plan to have released the game by late 2026 aiming for a proper full release on Steam!
Interdimensional Dodgeball
Solo Programmer
Unreal Engine, Blueprint, C++
Interdimensional Dodgeball is a First Person Arena Shooter game developed for a Traditional Game Dev course at University of Utah. Interdimensional Dodgeball is a game similar to Quake Arena giving players very fast paced FPS action on top of choices of multiple abilities and skills to dodge, deflect, and defend against other players in a dodgeball fight. The game also has 2 arenas where players can use their dimensional teleport abilities to teleport between ‘light’ and ‘dark’ themed arenas in the middle of fights to add an extra spin.
The game was developed fully in Unreal Engine, and mainly Blueprints and a bit of C++ was used to implement the gameplay. I was able to use various online resources to develop a LAN based multiplayer experience over the Summer using Unreal Engine’s Blueprint for the game, allowing for 8 players or even more in one lobby to be in a match at once. I was able to make a seamless and smooth action and visuals for multiplayer interactions for abilities with proper use of multicasts and multiplayer based scripts as needed.
With this game’s development, I was able to implement all the needed FPS features for the dodgeball game needed for gravity based projectiles, and systems to determine whether a ball is ‘live’ to count for a hit, catch, and so on, mimicking that of a real dodgeball game.
I implemented all game features of the game, including a dynamic ability picker during pre-game start lobby where players could pick abilities they wanted to bring into the match. These abilities included many mobility upgrades, some of which included key down based mobility, hold and release, and various other interactive abilities I designed and implemented for a more interesting gameplay.
Impaired Life
GameMaker Studio 2, Github
Game made for an Alternative Topic in games as a disability awareness game for Alt Game Development course at University of Utah, In Impaired Life, you explore the world as a player experiencing the struggles of using a wheelchair in our environment.
Using GameMaker Studio 2, I was able to implement a complex movement system to mimic a player in a wheelchair, giving players ways to move individual wheelchair wheels forward, backward or even use the brakes on either wheels. This made for a very unique mobility system that was meant to be challenging to reflect against difficulty of using a wheelchair in live situations well.
As the main lead of the project, I designed and implemented the game from the start and was able to work with a 2D artist and helped importing, resizing, and giving added touch to various art as needed to make sure assets looked proper and in place for the quite big map the players were to navigate through.





















