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Void Weave
Core Architecture & Performance:
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Architected a high-performance gameplay loop utilising Unity 6’s Entity Component System (ECS) and the C# Job System, ensuring smooth parallel processing for over 500+ active entities.
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Implemented robust object pooling systems for rapid projectile and bullet-hell particle instantiation, minimising garbage collection allocation and maintaining a strict 60 FPS target.
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Engineered clean data structures and input handlers using the New Input System, decoupling player control configurations from core simulation logic.
Combat & Gameplay Systems:
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Spearheaded the design of a multi-phase game loop, seamlessly transitioning state execution between a 30-second tactical Preparation Phase and a high-intensity Combat Wave.
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Orchestrated a modular turret deployment system, governing precise grid-range validation, resource cost expenditure, and real-time state management.
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Developed responsive, 8-directional player movement and a high-precision dash mechanic featuring dedicated frame-level invincibility (i-frames).
Enemy AI & Wave Simulation:
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Engineered diverse geometric enemy behaviors, including linear formation-marching, erratic swarm pathfinding, and projectile-firing combatants.
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Designed an automated, mathematical wave-scaling matrix that dynamically adjusts enemy spawn frequencies, health multipliers, and resource rewards across progressive tiers.
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Crafted structured target-acquisition logic for distinct defensive node variants, optimizing precision targeting, wide-cone crowd control, and piercing linear beam attacks.
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