UNITY SYSTEMS PROJECT

RESEARCH
APPLICATION
SHOWCASE

Unity-based modular task architecture designed for scalable neurological research applications across PC, mobile, and VR.

Overview

This project showcases a modular, event-driven system built in Unity for a neurological research application. The framework supports dynamic content delivery from a remote backend and adaptive gameplay systems that respond to user performance in real time.


The system was designed to enable scalable task deployment, reusable gameplay logic, and immersive user experiences across PC, mobile, and VR platforms.

Featured Demo

Demonstration of the adaptive audio gameplay system and dynamic task framework.

Core Features

AWS RUNTIME CONTENT

Modular Content Delivery

Dynamically retrieves available task modules from a remote backend, downloads required assets at runtime, and instantiates content without requiring application rebuilds.

ADAPTIVE SYSTEMS AUDIO DESIGN

Adaptive Audio Gameplay

Real-time difficulty scaling system that adjusts instruction clarity and distractor intensity based on player performance metrics.

EVENT-DRIVEN MODULAR ARCHITECTURE

Reusable System Architecture

Event-driven framework enabling clean separation between gameplay logic, presentation, and task flow systems for scalable experiment deployment.

COGNITIVE ASSESSMENT TASK LIBRARY

Cognitive Task Module Library

Built and integrated a wide library of cognitive assessment modules, including N-Back, Cancellation, Flanker, Trail Making, Corsi, and Letter-Number tasks, each with standardized logging and battery integration.

LOCALIZATION ACCESSIBILITY

Multi-Language Support

Implemented localized text and audio variants across multiple task modules, supporting both visual and audio-based assessment formats.

Development Timeline

A multi-year contribution history spanning the framework's foundation, expansion, and refinement.

Foundation (2021-2022)

Built out the initial core task modules, including Space Race, Pipes, Letter-Number, and N-Back, alongside the early battery logging architecture.

Expansion (2022-2023)

Added Cancellation, Flanker, Corsi, Trail Making, ER40, and AVDAT modules, introduced localization support, and developed adaptive gameplay and session security systems.

Refinement (2023-2025)

Focused on cross-platform UI polish, build pipeline improvements, backwards compatibility, and ongoing bug fixes across the full task battery.

My Contributions

Runtime Content Pipeline

Implemented runtime module download and instantiation systems for scalable content deployment.

Adaptive Difficulty Systems

Built feedback-driven gameplay systems tied to player performance metrics and cognitive load balancing.

System Optimization

Debugged interaction timing, optimized responsiveness, and collaborated with multidisciplinary development teams.

Battery Logging Pipeline

Designed standardized trial and session logging across the task library, including exception handling and event-level data capture.

Session Management & Security

Implemented password-protected sessions, lockout timers, and configurable run modes to support controlled research environments.

Localization Pipeline

Built and maintained multi-language support across task modules, covering both visual and audio-based content variants.

Tech Stack

Unity
C#
AWS
Runtime Asset Loading
Event-Driven Architecture
Dynamic Difficulty Adjustment
Localization
Data Logging
Cross-Platform Deployment
Git
OOP

Notes

This project is a reconstructed and sanitized version of systems developed in a professional environment. All proprietary content and assets have been removed or recreated for portfolio presentation.