Third Person Multiplayer Bow & Arrow Shooting Game
Arcus is third-person multiplayer game with bows and arrows. Users compete with each other by precisely shooting their targets at the right moment and time.
I developed the foundation of the game, led a team of 6 people, and created documentations and unit test to stabilize the development process. Created automated scripts to streamline the process of building and deploying project to QA and Users. And coordinated professionally with the higher ups.
Highlights of features I implemented
- Skill and Buff System
- Modular Map Loading
- Loading Screen
- Character Customization Package
- Implemented Photon and heavily modified its existing features it fit the current demands of the game.
- API Integrations
TCG Multiplayer Turnbase Game
I joined at the late stages of the development, the issues I encounted in the game was I had to transfer their propriety network to ours, but we’re not allowed to copy their code so I had to recode their entire infrastructure in order to host our own independently. The challenge was I had to translate every binary transaction from the existing network lobby and the clients talking to each other, carefully identifying which is which.
I also have to reverse engineer some programs that requires modification to fit our current needs.
Highlights of features I implemented
- Character Image Customization
- API Integrations
- Thread Handler
- Module Queuing System prevents modules from clashing with each other.
- Automation Tools to speed up the development
MMORPG Template
Created a simple MMORPG, it was never completed like any other story but I enjoyed learning some of its features. It’s a multiplayer game where you can customize players, gather resources, and kill some mobs.
The network is made from Mirror. I never continued it again after I lost interest due to financial priorities.
Multiplayer MOBA
The early days when I was first exposed to multiplayer frameworks. It was a prototype project I wanted to try out. I attempted to create my own moba, and I had a wild time developing and creating a fighting similar to Dota 2 and LOL, I never thought I would enjoyed developing it.
Horror Game
I’ve led a team of inspiring individuals to make a single player horror game. We then explained the design process to students who wish to tackle the same path as ours.
About Me
Hi, I’m Noah James C. Yanga. I’ve been a developer for seven years, and over that time, I’ve built a strong understanding of how systems connect—from high-level architecture down to low-level optimization.
My core stack is C#, where I apply SOLID principles and Gang of Four design patterns to keep code clean and modular. I enjoy making systems efficient, both in performance and in structure. I’ve worked on API integrations, modular implementations, and larger systems that require everything to move together smoothly.
On the DevOps side, I’m hands-on with AWS—setting up ECS Fargate services, EC2, RDS, and managing traffic through ALB and Global Accelerator. I’ve also built CI/CD workflows and containerized apps to streamline deployment and scalability.
I also write C++ when needed, especially in embedded systems where memory matters and crashing isn’t an option. I don’t have deep Unreal Engine experience yet, but I pick things up quickly when the project calls for it.
Outside of coding, I spend time mentoring others, writing internal documentation, and making sure the next dev won’t have to guess what I was thinking. I like to build things that last—and make sense.