Team-built Unity project. Do not claim sole authorship. Not sole authorship.
TapTap Avengers
A team-built recreation inspired by Tap Tap rhythm gameplay.
Interactive demonstration
Deterministic local simulation — not a live product session.
Silent portfolio timing exercise — no audio, no copyrighted assets.
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Problem
Rhythm gameplay requires precise audio synchronization, beat mapping, scoring feedback, and coordinated multiplayer behavior inside Unity.
Solution
The team built rhythm mechanics, beat mapping, custom 2D animation, scoring, song selection, shader work, and multiplayer functionality in Unity with C#, ShaderLab, and HLSL.
What the product covers
Rhythm systems
Beat mapping, audio synchronization, scoring, and song selection.
Presentation layer
Custom 2D animation with ShaderLab and HLSL work.
Contribution
Contributed within a team Unity project spanning gameplay, animation, and shader work.
- Worked on rhythm-game mechanics and related gameplay systems
- Contributed to animation, scoring, and shader-related areas as part of the team
Team project — never claim sole authorship.
- Shared delivery of mechanics, audio synchronization, multiplayer, and presentation systems
Architecture
- Unity project structure for rhythm gameplay systems
- Audio synchronization and beat mapping
- Custom 2D animation and scoring feedback
- Shader work with ShaderLab and HLSL
- Multiplayer functionality and song selection
Technology stack
Key engineering decisions
Keep the portfolio interaction lightweight
The public simulation is a silent timing exercise rather than a reproduction of copyrighted music or Marvel-owned assets.
Challenges
Timing precision
Audio synchronization and beat mapping need consistent feedback across Perfect, Good, and Miss states.
Known limitations
- Team project; do not imply sole authorship.
- Portfolio simulation uses no copyrighted music, Marvel-owned character artwork, or unlicensed game assets.