Multiplayer 3D Beat 'Em Up | PC & Console | Unity
Combat System & Gameplay Engineering:
Designed and implemented a flexible combat tool, enabling designers to intuitively define and tweak combat moves with maximum creative freedom.
Combat elements: Input mapping, animation sequencing (antic, charge, attack, follow-up), timing (input windows, attack length, hit frames), VFX, and attack effects (e.g., knockback, stun).
Developed mechanics such as: Blocking (including perfect block), parry, and strafing.
Developed a smart targeting system for both melee and ranged attacks.
Created a modular behavior tree system for defining enemy AI, allowing for dynamic and reusable enemy behaviors.
Character & Locomotion:
Engineered fluid and responsive movement mechanics, including edge grabbing, climbing, sprinting, dashing, dynamic jumping, and jetpack traversal.
Developed a state machine-driven animation system, ensuring smooth blending across multiple animation layers.
Camera & Level Design Support:
Implemented a dynamic side-scrolling camera using Cinemachine, supporting up to four players with adaptive framing.
Designed combat camera effects, including camera shake as a tunable designer tool to enhance impact and player feedback.
Developed level design tools to streamline workflow and ensure a stable pipeline for designers.
Collaboration & Production:
Served as the bridge between programmers, designers, and artists, ensuring seamless collaboration across disciplines.
Worked with production to provide accurate estimates, best practices, and workflow optimizations to meet project needs.
Continuously optimized for performance improvements without compromising gameplay quality.