Hi, I'm Shane Warren Silveira — a passionate and aspiring Game Developer currently pursuing my Bachelor's degree in Computer Science and Game Development. While Unity is my primary tool, I also have hands-on experience with Unreal Engine, using both Blueprints and C++ to bring immersive ideas to life.
Beyond programming, I have a deep interest in game design. I’m currently interning at Kyodai Gameworks, where I’ve had the opportunity to work on system design, balancing, monetization models, and player metrics — helping me understand how games work not just technically, but as complete, enjoyable systems.
This very website was designed and developed entirely by me from scratch — a side project that sparked my curiosity in web technologies. While game development remains my primary focus, I’m actively learning web application development and looking to grow into full-stack development as well.
Here’s what I bring to the table:
Outside of development, I’m someone who loves anything with an engine. I’m an avid biker, always seeking the next adventure — whether it’s hitting the open road or exploring new places off the beaten path. That same sense of exploration and thrill drives my approach to creating games and experiences that resonate with people.
I’m excited to keep building, keep learning, and keep creating meaningful interactive experiences — both in games and on the web.
Let’s make something awesome together.
Highly inspired by the game, Into the Dead, this is my take on trying to remake it for practice.
Tools: Unity, C#, Blender
This was a practice/self improvement project that I started working on in the background while also focusing on other projects.
I used a stationary player and a moving segment based system to make the endless running system. As the player survives for longer, the level gets harder and faster with harder segments coming up one after the other. The zombies are spawned in and on collision with the player, ends the run.
This was the first time i had developed a game with an endless running system and was a milestone for me.
A 2D parkour platformer to challenge you to reaching an end goal, similar to Happy Wheels.
Tools: Unity, C#, Photoshop
Executed as a project for an examination, this grew into more than that as my friends and I tried to compete for better times.
The player moves around using WASD and Spacebar to jump and perform wall jumps and follow the level to the finish line while also being annoying and difficult even though it may not seem so.
This game was inspired by Happy Wheels and was one of the first game projects I ever worked on.
A fluid 3D Maze Running Game to Compete with friends and has endless replayability.
Tools: Unity, C#, Blender
This game was made with one thing in mind, how do we keep the player involved. To increase playtime, I made complicated mazes that vary in size. The player can begin with the easy maze and then work their way through the harder mazes.
The player has to finish the maze as fast as they can and compete with friends.
Endless runner based on Subway Surfers with a twist.
Tools: Unity, C#, Blender
This was a project that I wanted to make to try and remake the feel of Subway Surfers. But instead of just making a simple remake, I added an adition mechanic of needing to refuel, or in this case, rehydrate.
Using the script I had earlier written for Into the Dead - Remake, with some changes, this game adds a new depth by having the player keep an eye out on the hydration level and keep an eye out for bottles to rehydrate.
A Project heavily insipred by Sqube Darkness to make a game where the player has to use a core hiding ability.
Tools: Unity, C#, Photoshop
Creating this game, inspired by Sqube Darkness, came with several challenges. The core idea was for the player—a simple cube—to hide by merging with the ground to avoid patrolling enemies. One of the hardest parts was designing AI that could patrol, detect, and chase fairly, which required multiple tweaks to balance tension and fairness.
The goal was to create a constant sense of danger while still allowing for strategic play, resulting in a minimal yet engaging stealth experience.
Basic level based hypercasual game made during the Global Game Jam 2025
Tools: Unity, C#, Photoshop
This level-based hypercasual game was centered around simple, intuitive gameplay—guiding a bubble upward while swiping to dodge fish and obstacles. The core challenge was making the controls feel smooth and responsive, especially as the bubble moved continuously toward the surface.
Balancing level difficulty and obstacle placement was key to keeping players engaged without overwhelming them. The goal was to create a relaxing yet satisfying experience that encouraged quick retries and steady progress.
A basic fire propagation mechanic that I developed through research
Tools: Unity, C#, Research
This fire propagation mechanic was developed as part of a research project focused on simulating realistic fire behavior in games. The system allowed players to set fires, with wind speed and direction, terrain moisture, and flammability all influencing how the fire spread. The goal was to explore how environmental variables could dynamically affect gameplay and visual outcomes.
One of the main challenges was balancing realism with performance, especially when simulating fire across large or varied terrains. It required careful tuning of parameters and optimization to ensure consistent and believable fire behavior without sacrificing game fluidity.My first full fledge VR Game that I worked on.
Tools: Unity, C#, Blender, VR
This VR Golf game was designed with three unique courses where players aim to complete each with as few ball hits as possible. The core gameplay focused on providing an immersive and skill-based experience in virtual reality.
One of the key challenges was achieving accurate and responsive ball physics. Getting the ball to behave realistically based on swing strength and angle took extensive tweaking and testing to ensure a satisfying and believable golfing experience.
You can reach me through any of the platforms below: