Harry Situ | Portfolio
Showreel (2025)
Game Dev
University 2nd Year - Atari Game Remake
Space Invaders 3D
University 2nd Year - Multiplayer Game
Don't Stop Smithing
University 3rd Year - Capstone Project
Etherwilt
Personal Project
(WIP) Funny Chess
Personal Project
(WIP) Rhythm Game
Extra
Unity Shaders
About
Hi, I'm Harry. I Graduated from Auckland University of Technology with a Bachelor's Degree in Game Design. I'm a 2D/3D generalist, Unity Developer and Technical Artist.

Preferred Software for
Digital Drawing
Alternatives: Procreate

Preferred Software for
Pixel Art, Photo EditingAlternatives: Affinity

Preferred Software for
3D Modelling, 3D Animation
Alternatives: Maya

Preferred Software for Texturing

Preferred Software for
Game Development
Other Software: Illustrator, Premiere Pro, Davinci Resolve
Space Invaders 3D
March 2024
Solo Project
Short game jam assignment for a remake of an Atari game based on an open-source Space Invaders clone.
Entry-level coding knowledge was required to rework the game for 3D. Pixel art assets were all remade as 3D models to fit the perspective camera, all topped off with CRT post-processing effects.
3D Models


Don't Stop Smithing
July - October 2024
Background Art, UI, Programming (Minigame)
Multiplayer forging game inspired by Overcooked! The two lowest scoring players at the end of the round play in a deathmatch minigame to determine who gets eliminated. Originally two different prototypes, combined into one game when me and my group couldn't decide which we liked more.
The Tileset, UI, and minigame background were all made in Photoshop.
I did not lead programming for this project, so I developed the minigame starting from the existing prototype.
Tileset

Minigame Background


Etherwilt
January - October 2025
Art Direction, Shaders, 3D Modelling, Animation, UI, VFX
Etherwilt is a Souls-like game designed around the theme of 'life and death.'
Concept art was only used as an early visual aid. The final visual style was developed through repeated shader experimentation. The URP terrain shader was modified to allow for adjustments to add rim lighting and shadow colour adjustments. The character and environment shaders were all made in shader graph.
I modelled the player character and enemy wolf. Humanoid animation is a mix of premade and custom animations I made. Enemy animation was all done by me.
I had limited involvement with programming smaller features and mechanics.
Environment


Character Models
Early Character Sketches


Early Environment Concepts


(WIP) Funny Chess
March 2026 - Ongoing
Solo Project
Funny Chess (working title) is an online PvP chess/third-person combat game. Players play chess in real time on a giant chess board, with access to a hammer and a gun to fend off other players. The King has a health bar which is reduced by shooting it and attacking it with pieces. Once a player's King is destroyed, that player will not respawn when their health bar reaches 0.
The idea for this game came to me in a dream. This game is unserious, unbalanced and chaotic, and the visual direction is intended to lean into that silliness.
The fullscreen shader used for pixelation/dithering targets a resolution of 640x320, and can target the horizontal and vertical component separately so the visuals will scale correctly with any aspect ratio.
Vertical Scroll Rhythm Game System
June 2026
Solo Project
A recreation of a vertical scroll rhythm game (VSRG) like Arcaea, Sound Voltex, Project Sekai, etc. This system allows for speed and time signature manipulation. Note and chart position is fully driven by song time.
This may be developed further into a demo game in the future.
Animated Paint Shader
May 2026
This is a paint shader is fully responsive to the directional light and additional lights with phong specular highlights in real time. This uses 3D voronoi noise for normals.Made in Shader Graph.
Screen Space Texture Overlay
June 2026
A shader made for a WIP game. This uses a grab pass to capture the depth and normals of the character to apply a sobel filter outline. This makes it possible to combine transparency and outlines in a single material. A texture is animated scrolling at a fixed framerate and overlayed over the model in screen-space.
Character designed and modelled by me.
Made in Shader Graph.
secret page :) this page is under construction but you can still look at it since you found it :)
Leverless Controller
Mid 2023
A simple leverless controller I made in Fusion 360 based on the B0XX and Frame1 controller layout.
Runs HayBox on a Raspberry Pico. Used for platform fighters and other fighting games. Works on Gamecube/Wii with a USB-C to Gamecube cable.
The switches (Akko V3 Cream Blue, Lubed) are mounted on a mid-plate with o-rings on each screw post to fake a gasket-mounted feel and sound.
This was 3D printed in resin and hand-wired.
Custom Gamecube Controller
Late 2023 - Early 2024
A heavily modified Gamecube Controller (GCC) shell for a PhobGCC 2.0 motherboard. The full list of mods:
• USB-C
• Keyboard switch digital-only triggers
• Replace ABXY membrane with Gulikit switches
• Larger d-pad
• Mouseclick Z-button
• Replaceable stick gate
The entire thing is SLS printed nylon. The shell has been sanded, and will eventually be painted and
clear-coated when it starts to yellow.
osu! Keypad
July 2024
A simple keypad made for playing osu! running QMK on a Raspberry Pi Pico. My keyboard has tactile switches which got a bit tiring to play with, and I didn't like swapping out the switches specifically to play osu!, so I made a separate keypad with some linear switches. I could have bought something like a SayoDevice, but I don't play seriously enough to need hall effect or rapid trigger and I had the Pico on hand already, so I made my own for fun.
60% SDVX Controller
September 2024
A custom Sound Voltex (SDVX) controller designed in Onshape, 3D printed in resin and handwired with a Raspberry Pi Pico running GP2040-CE. I've played Arcaea for a while and wanted to get into Sound Voltex as well, but there's no arcades in New Zealand with a SDVX cabinet.
I don't have space for a full size controller, and the mini controller options on the market seemed a bit too small, so I settled for something around 60% of full size. The switches feel a little bit sluggish and heavy due to the stabilisers, but I haven't had any issues during use. This controller is intended for use with a simulator on PC (Unnamed SDVX Clone).
