Designing, developing, and prototyping a space-action concept game from scratch using Unity and Xcode.
Client
Own Project
Role
Creator
Services
Concept Game / Game Design
Macross Z is a passion-driven concept project inspired by the legendary Macross anime series. Designed and developed independently, the goal was to create a shoot-’em-up game experience for macOS using Unity and Xcode. This self-initiated project pushed me beyond traditional UX and product design into the realm of interactive entertainment, requiring me to learn new tools, build gameplay mechanics, and design immersive interfaces.
The game featured fast-paced combat, responsive player controls, enemy wave logic, and a fully designed UI, including HUD, in-game menus, and feedback animations. From visual direction to prototyping and performance testing, I took on every aspect of the game’s creation.
Outcome:
The prototype successfully demonstrated my ability to translate narrative, mechanics, and visual design into a playable experience. It expanded my technical skill set, enhanced my understanding of real-time interaction design, and deepened my creative confidence in designing products beyond conventional apps, ultimately reinforcing my belief that great design is about building meaningful and memorable experiences, no matter the medium.
Macross Z is a personal concept project born from my passion for space shooters and the iconic Macross series. The goal was to challenge myself beyond traditional product design and build a functioning game for the Mac platform, entirely from scratch. This involved stepping into new territory as a solo designer-developer, working across visual design, gameplay mechanics, and front-end implementation.
Explore game design as a product experience
Create a playable prototype using Unity and Xcode
Bring a sci-fi vision to life with inspiration from Macross
Challenge my comfort zone in both interaction and development
Unity (game engine & prototyping)
Xcode (macOS integration & deployment)
Blender (for 3D assets and animation)
Photoshop / Figma (UI design, textures, iconography)
Concept creation and design direction
UI and interaction design for in-game HUDs and menus
2D and 3D asset creation and animation
Coding core mechanics (movement, shooting, power-ups)
User testing and iteration
I began by sketching early ideas and defining the game style—fast-paced, anime-inspired, and nostalgic for fans of the Macross universe. I created mood boards and experimented with UI styles that felt immersive yet readable during action-heavy gameplay.
I built the core mechanics: player movement, enemy waves, power-ups, and a basic health and scoring system. I used Unity’s animation and physics engines to create responsive, high-speed controls and satisfying combat feedback.
I designed HUD elements including health bars, ammo indicators, and special abilities. I created menus for pause, level select, and game-over states, ensuring consistent interaction patterns and smooth transitions.
I tested the prototype on different Mac devices, refining performance and controls. I gathered feedback from friends and indie game communities, leading to changes in enemy pacing and player feedback visuals.
The final implementation of Macross Z combined gameplay mechanics, visual storytelling, and an intuitive user experience into a cohesive prototype for macOS. Using Unity as the core development environment and Xcode for native platform support, I built a working vertical-scrolling shoot-’em-up that paid homage to the fast-paced energy of the Macross universe.
By approaching the project with a product design mindset, I ensured that Macross Z wasn’t just visually compelling, but also technically functional and user-friendly. The result was a working prototype that reflects my ability to ideate, design, and implement a fully interactive digital product from concept to execution.
Although Macross Z remains a concept prototype, it marked a major step in my creative journey, blending visual storytelling, interactivity, and development. It broadened my perspective on product design as multi-sensory, immersive experiences and strengthened my technical empathy when working with engineers and animators.
This project reinforced that design isn’t limited to screens, it’s about crafting experiences that resonate, entertain, and engage.