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.

Too Deep To Dig

Unity C# Procedural Generation Top-Down RPG Solo Development

Project Overview

Too Deep To Dig is a comprehensive solo project that highlights my ability to design and implement complex gameplay systems in Unity. The game combines procedurally generated dungeons with dynamic combat and quest mechanics.

Key Features

  • Procedural Generation: Unique dungeons created at runtime using custom algorithms
  • Quest System: Branching narrative with multiple paths and endings
  • Combat System: Real-time battles with varied enemy behaviors
  • Merchant System: Buy, sell, and trade with an evolving economy and item rarity
  • Spell-Casting System: Diverse magic spells with unique effects and combos

Technical Implementation

  • Custom procedural generation algorithms using noise and tile mapping
  • Finite State Machine (FSM) for enemies and player behavior
  • Event-based quest tracking and dialogue branching
  • Inventory and item systems with modular data-driven design

The Search Of Life (GameDev.TV Jam 2023)

Unity Game Jam C# Prototyping

Project Overview

The Search Of Life was created in just 7 days for the GameDev.TV Jam 2023. This project showcases my ability to design and build a complete gameplay loop within a tight deadline.

Key Achievements

  • Fast prototyping of game mechanics and level design
  • Efficient scope management and feature prioritization
  • Complete experience with beginning, middle, and end

Technologies Used

Unity, C#

Revenge Of The Ghost Ship (GameDev.TV Jam 2022)

Unity Game Jam C# First Project

Project Overview

Revenge Of The Ghost Ship was my first GameDev.TV jam submission, completed in 2022. It was an essential step in learning how to scope a project and bring it to completion under pressure.

Key Learnings

  • Scoping a complete game for a limited timeframe
  • Focusing on core mechanics and polish
  • Iterating quickly and debugging under time pressure

Technologies Used

Unity, C#