Rachel Sakura Perry
programmer & game developer
Work Experience
Worked on Battle Pass and Challenge screens and associated features as a Gameplay Features intern on Overwatch 2 at Blizzard.
Projects
Experimental visual novel where you use windows to reveal hidden thoughts. Made in Unity for the Unlikely Collaborators Game Jam.
Engineer (C#, HLSL), Designer, Artist
Bugnauts! (WIP)
Third-person action game that mixes accessible 3D projectile gameplay with environmental education. Made in UE5.
Lead UI Designer & Engineer (C++), Tech Artist
Suspenseful 2D puzzle side-scroller following a scientist trying to escape an abandoned laboratory. Made in Unity.
Engineer (C#), Designer (Systems), Artist
Tatical RPG about intertwined fates, constricting roles, and breaking out of an oppressive cycle. Made in Unity.
Lead VFX Artist (Unity Particle System)
Resource management FPS roguelike where your weapons & abilities are alive and need to be continuously fed. Made in Unity.
Concept Artist, UI Artist
Class Projects
C++ SDL Projects
Small programming projects made using the SDL library and C++ in Visual Studio. All 2D sprites and 3D assets belong to their respected copyright holders.
UE5 Networked Multiplayer FPS
Class project made using UE5, with replicated game mechanics (weapon firing, chat, scoring, etc.) and Steam multiplayer support.

DirectX 11 Game Engine
3D game engine with rendering, collision, and physics subsystems. Made using DirectX 11, C++, HLSL, and a JSON asset pipeline.

Overwatch 2
Bugnauts! is a single-player third-person action game that mixes accessible 3D projectile gameplay with environmental education, balancing playful combat and discovery of the world.
Bugnauts!
Bugnauts! is a single-player third-person action game that mixes accessible 3D projectile gameplay with environmental education, balancing playful combat and discovery of the world.
This game is being built in Unreal Engine 5 with a team of over forty members, as part of USC's Advanced Games Project (AGP) program. I am the UI lead on this game, in charge of designing, programming, and implementing the UI. I am also a technical artist on this game, making VFX, shaders, and materials for both UI and gameplay.This game is still a work in progress.
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Platform: PC (Windows)
Genre: Action, Platformer, Educational
Timeline: August 2023 - Present
Tools: Unreal Engine 5 (Blueprints, UMG, Niagara)
UI/UX
I was in charge of most of the design, art and programming for the UI in the game. The biggest UI I worked on was what we called the Field Guide, which was a Pokedex-esque journal that the player could access.I set up the entire system for this UI. At the beginning of the game, all of the journal entries are locked. As the player progresses through the game, they unlock entries through a variety of means (collecting bugs, defeating enemies, etc.) which unlocks things such as combat tips, concept art, real-world bug information, and more.

Above all else, I prioritized designing UI that was fun to look at and play with. Here is the UI I designed and implemented for the player's health and projectile inventory.

Screens
These screens are from the inital build at the end of the school year. Some of the assets used in these screens are being reworked by me currently.
Art
Viewport
Viewport is an experimental visual novel where you navigate a conversation between a mother and her son, using colored filters to peer into the son's true feelings.
This game was made in Unity with a team of three people for the Unlikely Collaborators Game Jam. I contributed as an engineer and game designer, and also did the artwork and UI for the game.
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Platform: PC (Windows, Mac)
Genre: Visual Novel
Tools: Unity 2D, YarnSpinner
Design
The theme for this game jam was Perception Box which, according to Unlikely Collaborators, refers to the mental box that houses our beliefs, biases, and perspectives. This box "inhibits our ability to understand one another," and so the expectation was for us to create a game that challenged the player's perspective.I came up with the idea of our main mechanic being tied to color theory RGB filters, with each filter representing a one-sided perspective. Ideally, the climax or ending of our game would involve putting all three filters together in order to form the full picture. We referred to this worksheet provided by Unlikely Collaborators as inspiration for the mother/son narrative.The player uses the filters to reveal what the son is thinking and in order to try and respond appropriately. We weren't able to execute this well, but the idea was that by seeing 2-3 perspectives at a time, the player would be able to understand what the son wants from the mom at that point in the conversation. These were the emotions we decided each color to represent:Red : Anger or Passion
Blue: Sadness
Green: Envy
Cyan: Longing
Magenta: Frustration
Yellow: Anxiety or Overwhelmed
Programming
The main thing I was in charge of was the shader for the colored filters. The way this worked is that I created two stencil shaders, one for masking and one for rendering. There were 3 materials created from the mask stencil (masks for red, green and blue) and 7 materials created from the render stencil (red, blue, green, cyan, magenta, yellow, and white).The mask stencil has an ID property that can be assigned 1, 2 or 4 (for R = 001, G = 010, and B = 100), which it writes to the stencil buffer for each pixel. If two masks overlapped on a pixel e.g. red and green, then the resulting stencil buffer value would be 011 = 3, or yellow.The render stencil also has an ID property that can be assigned 1 through 7 (for each color). It simply reads the stencil buffer and only renders pixels where the stencil buffer value equals its ID value, e.g. the material for "yellow" has an ID and object with this material only renders pixels where the stencil buffer value is 3.The render stencil pass is done after the mask stencil pass.

The colors you see for the filters aren't actually from the shader. Each filter window is a prefab, with a "filter" child (assigned the mask stencil) and 7 "color" children (assigned the render stencil).
Gallery
Quiet is the Eyes
Quiet is the Eyes is a 2D side-scrolling puzzle horror game where the player interacts with objects, finds clues, and solves puzzles to escape a seemingly abandoned laboratory, all while hiding from an unknown entity.
This game was made in Unity, initially as a semester-long class project at USC with one other person on the main development team. It was polished over the summer and released on Steam in the following semester. I contributed as an engineer and game designer, and also did all of the artwork for the game.
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Platform: PC (Windows)
Genre: Puzzle, Horror
Timeline: January 2023 - December 2023
Tools: Unity 2D, YarnSpinner, Perforce
Programming & Design
- Designed and coded three prototypes during ideation exploring hiding, heartbeat and monster mechanics
- Iterated upon and implemented puzzles, hiding functionality, and quick time evens
- Scripted player controller and object interaction system
- Scripted level loader, audio manager, and UI (main menu, pause menu, settings)
- Scripted custom YarnSpinner commands for cutscenes, streamlining the cutscene implementation process
- Customized YarnSpinner dialogue runner to emulate talking via punctuation pauses, randomized mouth animation (for the dialogue sprite) and randomized pitch adjustment (for the dialogue blip audio)
Art
- Designed the layout for all levels and labs in the game
- Created the key art and logo for the game (for promotional use)
- Created 10 dialogue portraits for the player, with blinking and mouth animation frames
- Created all artwork for the puzzle pop-ups
- Created all 100+ sprites for level props and interactable objects
- Created and animated an idle, running, and hiding sprite for the player
- Created and animated the monster sprite
Gallery
STARWEAVE
STARWEAVE is a squad RPG that utilizes tactical gameplay and allegorical narrative design to discuss themes about compassion, finding your identity, and what it takes to change your fate in a bittersweet story about teenagers in an unchangeable cycle.
This game was made in Unity as part of a USC graduate student thesis project. I was the sole VFX artist on the game, designing and creating all 20+ character and enemy VFX, as well as the textures for them.
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Platform: PC (Windows, Mac)
Genre: Tatics, RPG, Narrative
Timeline: August 2022 - May 2023
Tools: Unity 3D, Unity Particle System
VFX
Teleport VFX
Blunt Attack VFX
Slash Attack VFX
Pierce Attack VFX
Defend VFX (Dreamer)
Attack VFX (Dreamer)
Drowse Cast VFX
Drowse Target VFX
Explode Cast VFX
Explode Target VFX
Defend VFX (Troubadour)
Attack VFX (Troubadour)
Heal Cast VFX
Heal Target VFX
Defend VFX (Lighthouse)
Attack VFX (Lighthouse)
Buff Cast VFX
Buff Target VFX
Debuff Cast VFX
Debuff Target VFX
Defend VFX (Blackguard)
Attack VFX (Blackguard)
Mania Cast VFX
Mania Target VFX
Volley Cast VFX
Volley Target VFX
Boss Wave Attack VFX 1
Boss Wave Attack VFX 2
Boss Wave Attack VFX 3
Bloompunk
Bloompunk is a roguelike FPS hybrid, featuring fast-paced combat that requires you to quickly and continuously kill in order to upgrade your weapon and keep yourself alive.
This game was made in Unity as part of USC's Advanced Games Project (AGP) program. I was the concept artist that helped design the overall environment and the specific props in it. I was also the UI designer and artist, designing most of the game's icons and borders.
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Platform: PC (Windows)
Genre: FPS, Action Roguelike
Timeline: August 2022 - May 2023
Tools: Unity 3D, Clip Studio Paint
Concept Art
Concept art I made for the overall game environment.
Some concept sketches I made for steampunk plants in the environment.
Some concept sketches I made of normal and "corrupted" plants for the environment.
Some concept sketches for the big mushrooms in the environment (both normal and "corrupted" versions), which would be used as platforms for the player to jump on.
Turnaround for the normal mushroom platform design we settled on.
Turnaround for the "corrupted" mushroom platform design we settled on.
UI/UX
Initial concepts for the ability icons. Two of these abilities (Teleport Bomb and Rocket Punch) were cut in the final game.
Final versions of the ability icons. I designed these with a consistent green hue to evoke a sense of rejuvenation and "heroism," since the purple hues I used in the initial icons evoked the opposite theme.
Final versions of the passive ability icons, which could be equipped by the player.
Initial designs for the hunger quest icons, which showed what the player needed to do in order to stay alive. Most of these changed drastically or were cut in the final version of the game.
Final versions of the hunger quest icons. I simplified the original concepts for readability and because the hunger quests themselves had been simplified in gameplay.
Final versions of the objective icons, which showed the enemy you needed to kill.
Concepts for the ability icon borders (left) and passive ability icon borders (right). We went with A6 and B3 in the final version of the game.
Concepts for the mouse cursor design. We went with a mix of D and H for the final version.
Polished assets for the ability icon border, passive ability icon border, confirm button border, and mouse cursor.

👋 Hello! I'm Rachel, a recent graduate from the University of Southern California with a BS in Computer Science and a concentration in games.I'm currently residing in Los Angeles, but I was born and raised in Sagamihara, Japan. I've traveled a lot between (and within!) the United States and Japan. Recent cities I've visited are: San Francisco, Osaka, and Kyoto!I love making art, eating good food, detectives (and by extension, phantom thieves), and gaming! I'm always eager to try new things and broaden my life experiences, and I especially love pouring those experiences into my games.My work is focused in gameplay programming and design, as well as UI/UX and technical art.
Full Credits
Viewport: Gameplay Engineer | 2025
Overwatch 2: Gameplay Features Intern | 2024
Bugnauts!: UI/UX Engineer | In Progress, 2023
Quiet is the Eyes: Developer | 2023
STARWEAVE: VFX Artist | 2022
Bloompunk: Artist | 2022
SPOOKULELE: Artist | 2021
Hedge Hug: Artist | 2021