Unity Projects

Unity is a versatile game engine that I've used to create a variety of projects, from solo RPGs to fast-paced jam entries. These games demonstrate my proficiency in C# programming, systems design, and rapid development under time constraints.

Unity C# Procedural Generation RPG Solo Project

Project Overview

Too Deep To Dig is a fully developed solo project where I designed and implemented a complete gameplay loop from scratch. This top-down RPG focuses on replayability and systemic design, combining procedural generation, combat, progression, and economy systems into a cohesive and scalable architecture.

The goal of the project was to create a game that feels different every run while maintaining consistent player progression and challenge balance.

Key Features

Procedural Dungeon Generation

Custom room-based procedural generation system with validation rules to ensure playable layouts, connectivity, and balanced difficulty progression.

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Quest System

Modular quest architecture supporting multiple objectives and state transitions, designed for easy expansion and content scalability.

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Progression System

Player progression framework handling stats, scaling, and upgrades, enabling consistent difficulty curves and long-term engagement.

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Combat & Spell System

Real-time combat system with extensible architecture for weapons, abilities, and enemy behaviors, including spell interactions and damage handling.

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NPC Interaction System

Dialogue and merchant system supporting player interaction, item transactions, and state-based responses for immersive world building.

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Monster Ability System

Specialized system for enemy abilities and behaviors, enabling diverse combat scenarios and unique enemy mechanics.

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My Role & Responsibilities

This was a fully solo project where I was responsible for the entire development pipeline:

  • Game design and core systems architecture
  • Gameplay programming (C# / Unity)
  • Procedural generation design and implementation
  • UI/UX development and player feedback systems
  • Performance optimization for PC and mobile
  • Testing, balancing, and iteration

Technical Highlights

  • Room-based procedural generation with validation rules to prevent broken layouts
  • State-driven AI architecture for enemy behaviors
  • Modular gameplay systems (combat, abilities, economy)
  • Save/load system with persistent progression
  • Mobile optimization (memory and performance constraints)

Key Challenges & Solutions

  • Challenge: Generating levels that are both random and playable
    Solution: Implemented constraint-based generation with validation passes to ensure connectivity and balance
  • Challenge: Maintaining scalable code as systems grew
    Solution: Designed modular systems with clear responsibilities, enabling easier iteration and feature expansion
  • Challenge: Performance on mobile devices
    Solution: Optimized update cycles, reduced allocations, and simplified runtime calculations

Lessons Learned

  • How to design scalable gameplay systems instead of one-off features
  • The importance of iteration and fast testing loops
  • Balancing system complexity with player clarity
  • Managing scope and priorities in a solo project

Purgatory (Brackeys Game Jam 2026.1 – 72h)

Unity Top-Down Shooter Narrative C# Game Jam

Overview

Purgatory is a top-down shooter developed in 72 hours, set in a minimalistic yet conceptually complex environment. The game explores themes of perception and reality within a post-apocalyptic setting, where what the player sees may not reflect what is actually happening.

Highlights

  • Perception-Based Design: Gameplay and environment are built around the idea that reality is not what it seems, encouraging player interpretation and discovery
  • Minimalist Yet Complex Environment: Visual simplicity combined with layered design decisions to create depth and ambiguity
  • Top-Down Combat: Fast-paced shooting mechanics integrated with exploration and narrative cues
  • Atmosphere Through Design: Use of space, pacing, and audio to reinforce tension and post-apocalyptic tone
  • Rapid Development: Fully playable experience designed and implemented within a 72-hour game jam

Sem Brincadeira (Next Level Game Jam 2024 – 48h)

Unity First-Person Puzzle C# Game Jam

Overview

Sem Brincadeira is a first-person puzzle experience developed in 48 hours, featuring a dark and unsettling atmosphere. Due to the strict time constraint, the project focuses on a minimal but cohesive gameplay experience, prioritizing mood, pacing, and a clear core mechanic.

Highlights

  • First-Person Puzzle Design: Core gameplay centered around a simple but effective puzzle mechanic integrated into the environment
  • Atmosphere-Driven Experience: Use of lighting, sound, and spatial design to create a dark and immersive tone
  • Scope Reduction Strategy: Significant feature cuts to ensure a polished and complete experience within 48 hours
  • Focused Gameplay Loop: Prioritization of clarity and player guidance over feature complexity
  • Rapid Development: End-to-end implementation under extreme time constraints while maintaining cohesion

The Search Of Life (GameDev.TV Jam 2023 – 72h)

Unity Beat 'em up 2D/3D Hybrid C# Game Jam

Overview

The Search Of Life is a beat 'em up experience developed in 72 hours, combining 2D and 3D elements to create a unique visual and gameplay style. The game focuses on a single boss encounter, delivering a concise but impactful experience with a narrative twist.

Highlights

  • Single Boss Design: Entire gameplay structured around one carefully designed encounter, emphasizing combat clarity and player engagement
  • 2D/3D Hybrid Approach: Combination of visual styles to create a distinctive aesthetic and demonstrate technical flexibility
  • Focused Combat System: Beat 'em up mechanics designed for responsiveness and immediate player feedback
  • Narrative Twist: Short but memorable story element that recontextualizes the experience
  • Creative Scope Management: Strategic decision to center the experience on a single encounter to ensure polish within 72 hours