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ice5412-ai/README.md

Hi, I'm Jintaphum Sungkird 👋

Technical Game Designer / Gameplay Developer

I focus on designing gameplay flows, mechanics, and player experiences, then turning ideas into playable, testable features through prototyping, playtesting, and cross-disciplinary collaboration.

I am interested in working with teams that value hands-on gameplay design, practical prototyping, and iterative development. This can be for building a new concept or improving an existing project.

Portfolio • Resume PDF • Archived GitHub • Archived GitLab

Portfolio Repositories

🎮 Consistenant

A gamified habit-tracking application developed as a Master's dissertation project. The project explores how gacha-style progression, daily rewards, and collection systems can support habit formation and user motivation.

Focus: Gamification, UX/UI Design, Habit Loop Design, Unity C#
Links: Repository • Portfolio Page

🎮 Rolling in the Darkness

A Unity C# physics puzzle game where players shift gravity to guide a ball through a dark maze, collect crystals, and restore light to the level.

Focus: Unity C#, Physics Gameplay, Gameplay Mechanics, Level Design
Links: Repository • Portfolio Page

🎮 Project RUBICK

A 2.5D isometric fighting game developed as a university team project, focused on character-based combat, social space design, and anime-inspired game presentation.

Focus: Game Design, Character Design, Combat Concept, Unity
Links: Repository • Portfolio Page

🎮 Q-It!: Exorcist Neon

A 2D side-scrolling run-and-gun prototype built with MonoGame. The project focuses on boss-focused stages, action mechanics, and arcade-style combat flow.

Focus: C# / MonoGame, Gameplay Prototype, Combat Design, Boss Mechanics
Links: Repository • Portfolio Page

Professional Experience

MotionX Studio, Game Designer

Designed gameplay flows, interactive narrative, and level gameplay for a rail-shooting title in Unreal Engine 5. Collaborated with programmers, animators, and narrative teams to refine multipath encounters through playtest feedback.

Electronic Extreme, Game Experience Designer

Designed gacha features, web-shop flows, promotional packages, and Source & Sink economy balance for Tree of Savior Mobile.

Bit Egg, Game Designer Intern

Designed and prototyped level mechanics, including a Level Builder and Dimension Mechanic, while coordinating with artists and programmers.

Skills

Game Development
Unity C#, Unreal Blueprint / Flowgraph, Gameplay Mechanics, Rapid Prototyping

Design
Technical Game Design, Gameplay Flow Design, Gameplay Iteration, Level Design, UX/UI Design, Economy Balancing

Tools
Unity, Unreal Engine 5, Git, Figma, Photoshop, Blender

Highlights

  • Master of Design, Iwate University
  • MEXT Scholarship Recipient
  • Chiang Mai Game Jam 2019, 3rd Place
  • 10+ Academic and Personal Game Projects
  • 2+ Years in Game Industry through internship and full-time roles

Pinned Loading

  1. Consistenant Consistenant Public

    Unity Android prototype exploring gacha-style progression, habit tracking, UX/UI, and behavior-focused gamification design.

    C# 1

  2. RollingInTheDarkness RollingInTheDarkness Public

    Unity physics puzzle prototype focused on gravity control, maze navigation, light restoration, and player progression.

    C# 1

  3. ProjectRUBICK ProjectRUBICK Public

    Unity 2.5D isometric platform brawler prototype with social freeground, character customization, and knockback-based combat.

    C# 1

  4. Q-IT Q-IT Public

    MonoGame C# run-and-gun boss rush prototype focused on boss pattern reading, ammo management, and high-difficulty encounter design.

    C# 1