I owned the moment‑to‑moment UX for a 4‑player split‑screen aerial party game: HUD, feedback, controller focus, and onboarding. Built for sofa‑distance readability and nonstop momentum in 90‑second rounds.
Make 4‑way split‑screen air combat instantly readable on a living‑room TV—without weapons—so new players grasp cut/boost quickly.




All clips loop silently for quick scanning; ping me for source files or deeper Unity breakdowns.