FUKUYAMA
     Hayato

 Welcome to my portfolio!

I create games, illustrations, and 3DCG.

Profile

🎓 Education

2019/4 Entered 青森県立八戸北高等学校
2022/3 Graduated 青森県立八戸北高等学校
2022/4 Entered 会津大学コンピュータ理工学部コンピュータ理工学科

📕 Languages (Years of experience)

C (4Y)

C# (4Y)

C++ (3Y2M)

OpenGL (1Y)

JavaScript (1Y)


HLSL (1Y5M)

TypeScript (2M)

Python (2M)

🛠 Tools (Years of experience)

Unity (4Y2M)

Blender (2Y)


ibisPaint (7Y)

Projects

AnimalRobot

📅 Period: 2022/8 ~ 2022/10
🕹️ 3Dor2D: 2D
🧠 Language: C++
🎨 Role: Programmer, Designer
👥 Members: 5

Side-scrolling Bullet Hell Shooter

In this game, the player takes on a mission to rescue animals that have been mechanically altered, confronting the evil genius Dr. Mecha-Octopus in a side-scrolling bullet hell adventure.

Along the way, former animal companions—each attacking with unique patterns inspired by their natural traits—stand in your path. Dodge their relentless barrages, restore their hearts, and challenge Dr. Mecha-Octopus in the ultimate showdown at the end!

Robot Enhance

📅 Period: 2024/1 ~ 2024/2
🕹️ 3Dor2D: 3D
🧠 Language: C#(Unity)
🎨 Role: Programmer, Designer
👥 Members: 1

3D Action & Visual Novel Hybrid Game

In this game, the player controls Sophia, the main protagonist, who works alongside a robot named Rosie. The goal is to collect Rosie’s missing parts through action-based gameplay.

The game is structured in two parts: a shooting/action phase where players collect parts, and a visual novel phase where the story unfolds. The number of parts collected in the action phase directly affects the game's ending, allowing for multiple narrative outcomes.

Feeling that a static 2D title screen might be underwhelming, I wanted to fully leverage Unity’s 3D capabilities. As a result, I designed both the title screen and novel interface backgrounds using animated 3D scenes to provide a stronger sense of immersion and atmosphere.

[player’s perspective]

RobotEnHance_Ditailimg1

[scene setup]

RobotEnHance_Ditailimg2

ぐるぐる!シュガー★ファクトリー

📅 Period: 2024/3 ~ 2024/4
🕹️ 3Dor2D: 2D
🧠 Language: C#(Unity)
🎨 Role: Programmer
👥 Members: 2

Time-Limited Candy Matching Puzzle Game

This is a fast-paced puzzle game where players match and clear falling candies to earn points, aiming to achieve the best score within a time limit. Designed with simple rules, the game encourages repeated play through its satisfying core loop.

A standout feature is the adaptive difficulty system: as players clear more candies, the game dynamically adjusts the required match count, falling speed, and maximum candy size.

Early on, players can enjoy learning the game at a relaxed pace, but as they progress, the pace quickens and the challenge ramps up — creating a more engaging and rewarding experience.

Soul Light

📅 Period: 2024/8 ~ 2024/8
🕹️ 3Dor2D: HD-2D
🧠 Language: C#(Unity)
🎨 Role: Programmer, Designer
👥 Members: 1

Puzzle Action Adventure in a World of Darkness and Light

This is a puzzle action game set in a world consumed by darkness. Players control a young girl who holds the power to share light, embarking on a journey to restore it to the world.

The game emphasizes an immersive atmosphere and level design that ensures any player can complete it, making it accessible and engaging for a wide audience.

For the prologue, I created a text morphing animation using Blender’s Geometry Nodes. This allowed for precise control over shape transitions, resulting in a smooth and expressive animation that enhances the narrative experience.

Lost of Music

📅 Period: 2024/8 ~ 2024/12
🕹️ 3Dor2D: HD-2D
🧠 Language: C#(Unity)
🎨 Role: TeamLeader, Programmer
👥 Members: 7

Restoring the Sound of a Broken Music Box

This is an action-puzzle game where the player explores the inside of a broken music box that has lost its sound. As they progress, they acquire musical instruments (abilities), using them to unlock new paths and gradually restore the music box’s melody.

The game begins with silence or a somber melody to express the loneliness and quiet at the start of the story. As more instruments are collected, new musical layers are added to the BGM. By the end of the game, the music becomes rich and complete, delivering a strong sense of progression, emotional impact, and narrative climax.

Breaking Chess

📅 Period: 2024/12 ~ 2025/2
🕹️ 3Dor2D: 3D
🧠 Language: C#(Unity)
🎨 Role: Programmer
👥 Members: 1

Unconventional and interesting

This was a game developed for entry into BitSummit: The 13th Summer of Yokai. While it retained the strategic appeal of chess, it focused on breaking the familiar conventions of the game that players were used to — for example, having the chessboard collapse under the weight of the pieces.

The goal was to deliver a fresh and surprising experience by twisting the traditional rules of chess.

BreakingChess_Detailimg1 BreakingChess_Detailimg2

OldMaid(BaBaNuki):Prototype

📅 Period: 2025/5 ~ 2025/5
🕹️ 3Dor2D: 3D
🧠 Language: C#(Unity)
🎨 Role: Programmer
👥 Members: 1

Facial Animation Practice with Apple ARKit & Animancer

This project was developed to put two Unity assets — Apple ARKit and Animancer — into practice. It focused on achieving realistic NPC facial expressions using Apple ARKit, along with smooth transitions between expressions through crossfading with Animancer.

Oops!!!!

📅 Period: 2025/7 ~ 2025/8
🕹️ 3Dor2D: 3D
🧠 Language: C#(Unity),HLSL
🎨 Role: Programmer
👥 Members: 1

Hell of Unpredictable Traps

“Oops!!!!” is a 3D surprise action game filled with hidden tricks and gimmicks. Each stage is packed with challenges—paths that only appear during blackouts and traps that move in unpredictable ways. Overcome these unexpected obstacles through trial, error, and flashes of inspiration!

Challenge of the “Peek Hole” Expression: Creating It with a Shader

In “Oops!!!!”, special attention was given to the visual expression of “peek holes” in the walls. In the early stages of development, the walls completely enclosed each stage, which severely limited the player’s field of view and made the gameplay feel restrictive. To solve this, I implemented a custom HLSL shader in Unity that can hide only specific objects located behind certain other objects. This Shader allows walls to become partially transparent while revealing only selected objects—such as the player, traps, or mechanisms—behind them, achieving a visual effect that truly resembles looking through a peephole.

Oops_Detailimg

Creating games that thrill not just players, but also developers.

Illustrations

3DCG works

Contact

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