Game Developer / Interactive Designer

Takatoshi Soeda

I build physics-driven games, intelligent agents, immersive VR workflows, and interactive simulations across Unity, Unreal Engine, and real-time 3D systems.

Unity + Unreal Gameplay, tools, and simulation work
AI Systems ML-Agents, NPC behavior, conversation
VR / XR Immersive workspace experiments
3D Pipeline Maya, modeling, graphics, rendering

Selected Work

Interactive projects with clear systems, playable feel, and visible craft.

Each project below is presented around the artifact itself: video first, then the systems and design decisions behind it. The goal is a faster read for recruiters, collaborators, and anyone trying to understand the range of the work.

  • Gameplay engineering Physics, cameras, controls, networking, and player-facing polish.
  • Applied AI Training, simulation behavior, and conversational game experiences.
  • Technical art 3D modeling, rendering foundations, and production-minded visual work.

Games

Game Design Projects

Physics-heavy prototypes, combat systems, engine features, VR experiments, and game-feel studies.

Game Engine Development

Debugged a custom C++ engine and built multithreaded physics with box/sphere colliders, inertia, and friction. Implemented deferred rendering with shadow, diffuse, normal, and depth maps to strengthen the render pipeline. (USC CSCI 522)

  • C++
  • Lua
  • OpenGL
  • Deferred Rendering
  • Multithreading

Vulkan Particle System

GitHub

GPU-driven 2D particle field built from scratch in Vulkan (C++17). A compute shader integrates 8,192 particles per frame into a double-buffered shader storage buffer that is bound directly as the render vertex buffer — no CPU round-trip. Full explicit setup: instance and validation layers, device and queue selection, swapchain recreation, separate graphics and compute pipelines, semaphore-based compute→graphics sync, and additive point-sprite blending.

  • Vulkan
  • C++
  • Compute Shaders
  • GLSL
  • GPU Simulation
  • Rendering

BLUE - Realistic Space Physics Game

Steam

Realistic spaceship movement system with modular thruster allocation and constraint-driven physics in Unreal Engine. Built gimbal weapon and CIWS-style targeting with debug visualization for aiming, torque, propulsion forces, and runtime physics behavior.

  • Unreal Engine
  • C++
  • Physics
  • Debug Tools
  • Space Combat

Space Chess Innovation

A strategy prototype that blends chess logic with real-time game systems including asteroids, special attacks, and dynamic movement options.

  • Design
  • Strategy
  • Prototype

Space Combat Simulation

A 3D movement and combat prototype inspired by vehicle-scale space warfare, with a focus on readable controls and immersive motion.

  • Unity
  • Controls
  • Combat

Library of Meialia

A 2D roguelike pixel-art RPG from Minerva Game Studio, highlighting character movement, animation, and world presentation.

  • Pixel Art
  • Animation
  • Team Project
Library of Meialia gameplay screenshot Amlos character design Library of Meialia promotional image

VR Workspace

An immersive productivity experiment exploring how virtual workspaces can support multitasking beyond traditional 2D monitor setups.

  • VR
  • UX
  • Unity

Multiplayer Shooter Project

A competitive shooter prototype centered on networking, real-time synchronization, and readable combat interactions.

  • Networking
  • FPS
  • Multiplayer

Computer Graphics

Open

Foundational 2D and 3D graphics work covering transforms, hierarchical modeling, lighting, texturing, and web-based presentation.

  • WebGL
  • Graphics
  • Rendering

AI

AI Projects

Game AI experiments spanning behavior, training, simulation, and natural-language interaction.

Game AI Directed Research

USC directed research (Scott Easley) using Proximal Policy Optimization to train AI for a tower-defense mobile game, then comparing AI performance against human player data to refine balance and behavior.

  • PPO
  • Unity
  • C#
  • Reinforcement Learning

Conversational AI in Games

An escape-room style interaction prototype where players talk with AI characters to get assistance, context, and puzzle guidance.

  • NLP
  • Dialogue
  • Immersion

Self-Driving Car with ML-Agents

A Unity ML-Agents autonomous driving simulation focused on training, navigation, and decision-making in dynamic environments.

  • ML-Agents
  • Training
  • Simulation

Multi-Agent Tower Defense

A multi-agent systems project exploring collaborative defense, resource use, and strategy in a tower defense environment.

  • Multi-Agent
  • Unity
  • Strategy

Robotics

Robotics Projects

Control systems and simulation projects that connect real-time 3D environments with robotics concepts.

USC AUV RoboSub Team

USC AUV

Student-led robotics team designing, building, and deploying autonomous underwater vehicles for RoboSub, an international competition where AUVs complete underwater mission tasks. I lead autonomy software across perception, control, and mapping, building EKF sensor-fusion pipelines (DVL, IMU, stereo camera, 360° sonar) for robust localization, and validating navigation in Gazebo, Unreal Engine, and Isaac Sim. The new validation video shows MPPI, IEKF, and GTSAM completing Task 1 by navigating through the gate. RoboSub 2026 runs July 11-16, 2026 at Woollett Aquatics Center in Irvine, California.

  • AUV
  • RoboSub
  • ROS
  • EKF Sensor Fusion
  • Gazebo
  • Autonomy
USC AUV Barracuda autonomous underwater vehicle USC AUV Mantaray vehicle USC AUV Turtle vehicle USC AUV Seabee vehicle

Ball Balancing Robot Simulation

A Unity robotics simulation using PID control to keep a ball centered on a platform with precise movement correction.

  • PID Control
  • Unity
  • Robotics

Robot Yondu

A robotics project demonstrating interactive robot behavior and motion through a focused prototype video.

  • Robotics
  • Prototype
  • Motion

Autonomous Vehicle Simulation

A machine-learning based driving simulation that connects robotics navigation concepts with real-time decision systems.

  • Autonomy
  • ML-Agents
  • Simulation

3D / Art

3D Modeling and Digital Forms

Modeling, rendering, and visual studies that support stronger scene building and asset production.

3D Digital Studio

Autodesk Maya studies focused on modeling workflows, material presentation, and professional 3D asset creation.

  • Maya
  • Modeling
  • Rendering
Rendered shovel model Mechanical robot model

Geometric Modeling

Advanced modeling studies emphasizing shape accuracy, mechanical detail, and design-for-manufacturing discipline.

  • CAD
  • Hard Surface
  • Precision
PS5 controller model PS5 controller model variations

Digital Forms

Photoshop and 3D form studies exploring image remixing, compositing, and mecha-inspired visual design.

  • Photoshop
  • Composition
  • Concept
Digital collage composition Digital form study

Experience

Experience & Skills

Internships and research spanning robotics, computer vision, real-time systems, and game AI, plus the core technical toolkit behind the projects above.

Professional Experience

Software Engineer Intern · Sony Interactive Entertainment

May 2023 - Aug 2023

Madison, WI · JavaScript, TypeScript, Node.js

  • Improved developer experience for feature development and backend telemetry library workflows in TypeScript and Node.js.
  • Reduced memory usage by 50% and package file size by 70% through performance optimization, dependency cleanup, and library-code refactoring.
  • Debugged a large-scale telemetry API to improve data-traffic control, bottleneck visibility, and efficient data-flow management.

Computer Vision Intern · Yondu Inc.

Sep 2024 - Present

Gardena, CA · C++, ROS2, OpenCV, RealSense, Jetson, Unity

  • Built barcode detection, perception, and position-estimation pipelines using stereo / RGB-D cameras, OpenCV, C++, and ROS2.
  • Optimized a RealSense VR teleoperation pipeline on Jetson with multithreaded capture and real-time RGB-D streaming to Unity.
  • Reduced frame drops and improved streaming stability for low-latency robot teleoperation and sensor-pipeline debugging.

Robotics Software Engineer Intern · HMS

Jun 2024 - Aug 2024

Fukuoka, Japan · C++, ROS

  • Restructured 3D LiDAR-based real-time localization and mapping based on the Fast-LIO algorithm.
  • Improved point-cloud scanning, localization, and map-update systems, automating the process to increase development efficiency.
  • Developed an intuitive GUI in three days using Tkinter, streamlining interactions for users and developers.

Research

Gaussian Splatting Research · USC (Kiran Lekkala)

May 2025 - Present

Los Angeles, CA · 3DGS, ROS, Python

  • Fixed multi-camera timestamp offsets using LoFTR, dynamic time warping, and gradient-descent optimization.
  • Investigated robotic localization and sensor alignment to enable reinforcement-learning training in real environments using Gaussian Splatting.
  • Developed ROS-based Spacetime Gaussian Splatting with dynamic rosbag input for real-time scene reconstruction.

Game AI Directed Research · USC (Scott Easley)

Sep 2024 - Present

Los Angeles, CA · Unity, C#, PPO

  • Implemented Proximal Policy Optimization to train AI for a tower-defense mobile game, optimizing decision-making.
  • Analyzed and compared AI performance with human player data to refine game balance and AI behavior.

Technical Skills

Languages

  • C / C++
  • C#
  • Python
  • JavaScript
  • TypeScript
  • Node.js
  • Java
  • SQL

Performance / Systems

  • SDK Development
  • CPU / GPU Profiling
  • Memory Optimization
  • Multithreading
  • Real-time Debugging

Graphics / Media

  • OpenGL
  • Deferred Rendering
  • Shaders
  • Unreal Engine
  • Unity
  • OpenCV
  • RealSense
  • RGB-D / Video Streaming

Robotics / Tools

  • ROS2
  • Jetson
  • Git
  • Docker
  • Linux
  • RenderDoc
  • PyTorch
  • TensorFlow