Games

RRodrigo Particelli Full portfolio ↗

GAME DEVELOPMENT PORTFOLIO

I build games
you can feel.

Original mobile games developed from the first mechanic to the final build — gameplay, code, 3D characters, AI, effects, progression, and publishing.

Explore the games ↓UNITY · BLENDER · MOBILE
PunchZ first-person boxing gameplay
ORIGINAL IP / 01PUNCHZTwo thumbs become two fists.
GAME DESIGNPROGRAMMING3D & RIGGINGBOT AIMOBILE RELEASE

ORIGINAL GAMES

Built, not imagined.

Every project below is a working game with its own mechanics, visual language, systems, and technical challenges.

PunchZ boxing game01

FIRST-PERSON MOBILE BOXING

PunchZ

A boxing game where gestures replace buttons and the phone becomes the player’s body inside the ring.

INPUTGestures + gyroscope
CHARACTERIK-driven arms
BUILDiOS / TestFlight
  • Directional punches, defense, and physical feedback
  • Five-stage career with training and sponsorships
  • Original fighters, arenas, referee, VFX, and UI
  • Full Blender-to-Unity character pipeline

ARCADE VEHICLE COMBAT

BumperZ

Fast bumper-car battles on a suspended arena, built around readable collisions, powers, and short mobile matches.

COMBAT1 player vs 5 bots
SYSTEMS4 tactical powers
BUILDUnity / TestFlight
  • Autonomous bot behavior and target selection
  • Shield, Giant, Spin Shot, and Hurricane powers
  • Custom collision response and mobile controls
  • Original arena, cars, materials, effects, and shaders
BumperZ bumper car combat game02
GladiatorZ arena combat game lobby03GladiatorZ combat arena

PHYSICS-DRIVEN ARENA COMBAT

GladiatorZ

A Unity 6 arena prototype built around momentum, impact, defensive timing, and the constant risk of being thrown into the abyss.

MATCH1 player vs 3 bots
COREDash + defense
TECHUnity 6 / Netcode
  • Low-friction movement with readable inertia
  • Impact force transfer and defensive knockback
  • Bot opponents, elimination, and last-fighter victory
  • Multiplayer session architecture and original lobby direction

THE 3D PIPELINE

Characters made
for gameplay.

Model preparation is only the start. The asset has to deform, read clearly on a phone, perform well, and respond to the game.

PunchZ character pipeline from model to game-ready result
Actual PunchZ production asset · Blender → Unity
MODEL

Shape, topology, proportions, and visual identity.

RIG + SKIN

Bones, weights, deformation, and IK preparation.

GAME READY

Materials, textures, optimization, and engine integration.

INTERACTIVE PROOF

Inspect the fighter.

Drag to rotate and zoom. This is the actual textured character used in the PunchZ production pipeline.

END-TO-END DEVELOPMENT

One connected process.

01

Core mechanic

Find the interaction that makes the game worth playing.

02

Playable system

Build controls, rules, feedback, AI, and progression around it.

03

World & identity

Create characters, environments, UI, sound direction, and effects.

04

Ship

Optimize, test on devices, build, and prepare store delivery.

GAME PROJECT IN MIND?

Let’s make it
playable.

Start a conversation ↗