All work

Case study

Unity Game DevelopmentAugust–October 2024

  • Unity
  • C#
  • ShaderLab
  • HLSL
Team projectFeatured

Team-built Unity project. Do not claim sole authorship. Not sole authorship.

TapTap Avengers

A team-built recreation inspired by Tap Tap rhythm gameplay.

Rhythm lanes · timing · beat map

No audioUnity · C# · ShaderLab
Perfect
Good
Miss

Abstract rhythm composition. Silent conceptual preview — no copyrighted audio or character art.

Conceptual product preview for TapTap Avengers

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.

Contribution

Keren’s 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 contribution

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

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.

Interactive demonstration

Deterministic local simulation — not a live product session.

Portfolio simulation

Silent portfolio timing exercise — no audio, no copyrighted assets.

Loading rhythm simulation

Preparing Lanes · timing · score. Case-study content stays readable while this loads.

Challenge

  • Timing precision

    Audio synchronization and beat mapping need consistent feedback across Perfect, Good, and Miss states.

Limitation

Known limitations

  • Team project; do not imply sole authorship.
Technical details

Technology stack

Additional languages and systems

  • Unity
  • C#
  • ShaderLab
  • 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.

What this demonstrates

  • — Unity gameplay systems
  • — Audio-synced interaction design
  • — Shader and animation experimentation
  • — Team game-development collaboration

Additional limitations

Known limitations

  • Portfolio simulation uses no copyrighted music, Marvel-owned character artwork, or unlicensed game assets.