UNITY SYSTEMS &
PERFORMANCE ENGINEER

Deliverance: Optimizing Physics-Based Systems

Personal project (unreleased): physics-heavy puzzle game and optimization study.

In short: Single-player puzzle game with a fun physics-based interaction system. Features occlusion culling, positional audio and rope systems. Built by Eduardo Martinelli, a Unity systems & performance engineer in Vancouver, Canada.

Deliverance CORP. is a physics-based puzzle game where players manage a sorting section for a delivery mega-corporation. Developed in Unity, the project focuses on high-object-count optimization and tactile, physics-driven interactions.

Key technical achievements include:

  • Advanced Object Optimization: Implemented a combination of occlusion culling, object pooling, and Level of Detail (LOD) systems. These techniques allow the engine to handle hundreds of physics-enabled objects simultaneously while maintaining a stable frame rate.
  • Physics-Based Interactivity: Developed a custom interaction system using dynamic force balancing and invisible springs. This ensures that player manipulation of levers, ropes, and pistons feels responsive and weighted without the jitter common in standard physics implementations.
  • Event-Driven Architecture: Utilized a decoupled architectural pattern to manage complex game states and sorting logic. This framework supports rapid iteration on puzzle mechanics and facilitates scalable development for new sorting challenges.
  • Dynamic Audio System: Integrated a positional audio pipeline with smart prioritization. The system dynamically adjusts volumes and playback based on object importance and player proximity, enhancing the industrial atmosphere of the sorting facility.

The project demonstrates a robust integration of performance-oriented systems with a highly interactive, physics-heavy gameplay loop.

Other things I've built

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