VoidB (BA)

For my Bachelor’s thesis, I developed a 3D third-person action game prototype using Unreal Engine.

The project focused on creating a robust Character Controller and Enemy AI system. The game features dynamic combat mechanics, including light and heavy attacks, air combat, blocking, and parrying, with unique elemental damage types and coordinated enemy behavior. I also implemented a custom damage system and designed immersive levels with sound and visual effects to enhance the overall experience.

This project allowed me to refine my skills in Unreal Engine, from animation systems to AI behavior trees, while pushing the limits of gameplay mechanics and performance optimization.

Ziwa v2

“Ziwa v2” is a complete redone of my previous game Ziwa Lights of Sylvaen. The Redo greatly focused on improving its Gameplay, specificly the Character Controller and the Enemy AI, as well as improving the performance of the Game.

It is a dynamic 2D platformer, focused on delivering an engaging gameplay experience. The game features arena-style combat where players fight increasingly difficult enemies across multiple rooms, incorporating platforming challenges, wall-jumping, and strategic combat mechanics. A unique soundtrack, immersive visual design, and responsive controls, to enhance the player experience.

My work included all the  scripting, gameplay design, level design, creating custom soundtracks, and optimizing animations within Unity.

This project reflects my dedication to improving gameplay loops, refining player controls, and crafting immersive environments.

Ziwa Lights of Sylvaen

Ziwa – Lights of Sylvaen is a 2D platformer/Metroidvania game where players guide the protagonist, Ziwa, through various environments to restore light to darkened forests. The game features complex mechanics such as projectile-based combat, ability upgrades, and environmental interactions, like swimming and dashing through walls. As the lead developer, I was responsible for scripting core gameplay elements, including character movement, health systems, AI behavior, and shaders for immersive effects. Additionally, I integrated sound design and composed the game’s music, ensuring a well-rounded and engaging player experience.

FPS Prototype

This project is a fast-paced 3D first-person shooter where players battle through various levels against waves of enemies, including turrets and mechs. The gameplay focuses on constant movement, precise aiming, and dodging slow-moving projectiles. The player can unlock and keep weapons after death, with additional abilities like sprinting and double-jumping. The game features a level system with checkpoints, enemy groups that coordinate attacks, and a reward system with bonus areas for defeating extra enemies. The project aimed to build essential shooter mechanics, with custom scripting in Unity for adaptability and future use.

LoFi SunJu

LoFi SunJu is a 2D arcade-style high-score game where players dodge projectiles falling from the sky while collecting points. The game becomes progressively harder as the number of projectiles increases and their speed and size are influenced by the background music. Players can use two abilities: a dash that provides brief invulnerability and a glitch mode that allows projectiles to pass through the character without causing damage. The game features a dynamic soundtrack, interactive elements reacting to the music, and a local high-score system.

This project focused on developing responsive gameplay, music-based interactions, and scalable mechanics for future games.