• Combat systems (hit detection, combo logic, feedback loops) •
• Enemy AI (state machines, behavior design) •
• Player movement systems (handling multiple controllers, feel, responsiveness, tuning) •
• Gameplay architecture (event-driven systems, modular design) •
• All stage and character models, textures, and animations •
Projects:
2D isometric combat game set in a surreal mall environment. Built over 4 years as a solo project.
Key systems:
• Combo-based melee combat systems •
• Hit detection, stun time, knockback timing windows, and hitstop feedback •
• Enemy AI built around state-driven behavior •
• Patrol, attack, retreat, and AI is capable of executing player-like combo sequences in controlled scenarios •
• Wave-based encounter system supporting escalating combat scenarios •
• Player controller tuned for tight movement responsiveness in isometric space •
• Multi-character combat framework with distinct move sets and behaviors •
Experiment first person shooter with weapons-based movement abillities, focused on fast movement, abstract level design, and systemic weapon-driven gameplay.
Key systems:
• Weapon-driven movement mechanics •
• FPS controller tuning for high-speed player feel and responsiveness •
• Arena encounter system with wave-based enemy spawning and escalation •
• Modular weapon system with distinct behavioral mechanics per weapon •
• Level scripting for abstract, non-linear environments •