Seamlessly changing cameras from orthogonal (kind of) to perspective and viceversa, using the Unity Cinemachine package. I also implemented a basic movement controller, animated checkerboard transition and a dithering shader for the ball.
Modelled, texturized and rigged the net in Blender. Then I used the engine's physics to simulate the movement of the bones. I also made a simple first person controller, with head bobbing and a decal shadow underneath.
Rope simulation using a LineRenderer and adjusting the points manually using Verlet integration. Created the various animations with Unity's own animation keyframes.
Animation tests for floating buttons, ideally for mobile devices. Easily parametrizable to add more buttons or modify their disposition. Animations done entirely from code, using the asset DOTween for Unity.
Customizable shader preview environment, automatically changing property values over time. Pictured, just a simple noise shader with emmissive colors, with some of the properties changing.